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  1. - Top - End - #181
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Never shine doing what I'm shown. . . . -Metallica
    Quote Originally Posted by Mayael
    Mayael the Unforgiven
    Spoiler
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    Day 0
    I don’t remember much but the overwhelming sense of regret. I can’t help but feel that I have more to offer. Born again from the fires of hell, I bear the mark of devils in mine own flesh. A hideous site to behold, I see the fear in children’s eyes when I pass by. I will find my purpose and fight evil to regain my soul... I must seek the light.


    Mayael , Seeker of Light
    Spoiler
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    Day 52
    I met a nice old priest from the local church of Pelor today named Anthol. He says he sees something in me and that I have "potential" to be something more, something greater. He has talked the church into letting me join. I'm ready to learn. I'm ready to spread the light!

    Day 112
    I couldn’t sleep last night. Every time I closed my eyes I saw an endless wasteland. The rocky surface was covered in blood and gore from millennia of battles. In the distance, I saw a battle being waged between demons and devils. As I crept closer to see what was going on, one turned to me and yelled something inaudible. At that point I awoke… What did he say?!

    Day 136
    They've been having me do grunt work as an errand boy and I'm getting restless. This isn't what I signed on to do. I signed on to spread the glory of the word of Pelor. I think they are scared to have a paladin in the church that looks as I do. I can't say that I blame them.

    Day 165
    I woke again last night in a cold sweat. I had vision of fireballs flying through the air and incinerating lost souls in Avernus, the first layer of Hell. One was coming my way and upon impact… I woke. I spoke with Anthol about it and he seemed uneasy. He told me that it was probably just a bad dream and to forget about it. I’m worried that if I do not do something more important, I may never save my soul.

    Day 177
    Tomorrow’s the day!! I'm finally going on an important mission. They're sending me to track down a hidden crypt used by Vecna. I'll need to use all my talents to seek out these heretics. I'll send those undead to their final resting place. May Pelor's light shine upon them!

    Day 182
    I messed up. I went too far trying to find that crypt. Why is it so well hidden? I know the church doesn't agree with my tactics, but I got a lead on that crypt and destroyed some undead in the process. I will now need to atone for my actions.

    Level 1-5
    Spoiler
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    At this level, Mayael uses his tracking ability to seek out foes of the church of Pelor while hiding in the shadows to not reveal his true nature as a Hellbred. When tracking evil divine spellcasters, he uses Sense Heretic to know when he is within 100 feet. If in a crowd of people, he will detect evil to narrow his search even further and detect smite targets. He starts combat with a charge, power attacking his full base attack bonus and using Devil’s Favor to add an additional +2 to hit beyond the charge bonus, giving a +10 damage bonus for only a -1 on attack. On top of this, he smites evil foes for additional damage and bonuses to hit. His darkvision helps when tracking at night or in underground crypts.



    Mayael, The Light of Pelor
    Spoiler
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    Day 185
    I was approached by a paladin name Bandomir today that said he was part of a little known order of elite Pelorean paladins called the Gray Guard. He feels that I am just the type of paladin that his order needs. I will be able to use my talents to track down our enemies and bring them to justice.

    Day 193
    Another dream last night. This one more vivid. It was as though I was watching myself from a distance. I was descending into hell, being pulled downward by clawed hands. At that moment, a flash of bright light and… nothing.

    Day 215
    I’ve been on several missions with the Gray Guard now and feel that I have found my calling. We’ve been seeking out the same hidden crypt for months and I’ve finally got a lead. A treacherous man named Rhipath is said to know the location. I’ll be meeting with him tonight.

    Day 216
    Rhipath was strong, but I broke his will. After a little “persuasion” I was able to get the answers that I was after. Though I used “questionable” tactics to get the information, Bandomir seemed pleased. Off to my atonement.

    Day 230
    I’ve been following up on the information I beat out of Rhipath, sorting through the false leads has been a headache but I’m progressing.

    Day 234
    I had a little conversation with a priest of Vecna today. We had a little fun in the process. I’m enjoying this new technique that Bandomir taught me. I channeled my thoughts, placed my hands on that priest and he became instantly sickened. This sped up “the process” of information retrieval a bit. This is becoming just too easy.

    Day 255
    Another night, another dream. This one of people being tortured. This time I just rolled over and went back to sleep. You know, those devils have some interesting tactics for information retrieval…

    Day 260
    This one is going to be a tough nut to crack. They call him Saul “The Unwavering.” Let’s have some fun.

    Day 261
    Two days into this and I see why they call him “The Unwavering.” I’m at my wit’s end on this one. Saul is missing half his fingers, is blind in one eye, will never be able to eat a solid meal again, and yet he still won’t answer my questions. I’ve sent a couple of the other men to procure his child. He’ll talk soon enough.

    Day 261
    They brought his child in and I can say for sure it’ll be time for another atonement. After filleting his child for a few minutes he began to talk. I got more information out of Saul than any other heretic I’ve questioned. The other 2 paladins got sick and tried to step in but I put them in their place. The boy was pretty well hurt so I put him out of his misery.

    Level 6-11
    Spoiler
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    At this level Mayael is now focused on tracking down foes and getting answers to questions for his church. He uses gather information to locate the hidden priests when inside a city and when in the open he will track with survival. His darkvision has increased in range, assisting with seeing in the crypts that he is enters. He uses Sense Heretic and Detect evil to detect his targets when he closes in on them. Again, he starts combat by charging the closest cleric or spellcaster. He will attempt to sunder their shield or weapon to make them less useful in melee combat as well as smiting if they are evil (or chaotic). He uses his Debilitating Touch ability following his charge to sicken them and reduce their attacks, damage, and saves. When interrogating foes, he starts with Debilitating Touch followed by Zone of Truth, and then intimidation to get the answers that he seeks. If that doesn’t work, he alternates beatings with Debilitating Touch, and Lay on Hands (to ensure the target doesn’t fall).

    Build 1-11
    Spoiler
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    LG Spirit Aspect Hellbred Paladin 5, Gray Guard 6
    Mayael, the Light of Pelor
    {table=head]Level|Class|
    BAB
    |
    Fort Save
    |
    Ref Save
    |
    Will Save
    |Skills|Feats|Class feature
    1st|Paladin|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Know (Religion) 4, Sense motive 4, Survival 2 (CC)|Track, Devil's Favor(B)|Aura of Good, Detect Evil, Smite Evil 1/day, Darkvision 30ft (Hellbred)
    2nd|Paladin|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Know (Religion) 5, Survival 2.5 (CC), Hide .5 (CC)||Divine Grace, Lay on Hands
    3rd|Paladin|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Know (Religion) 6, Survival 3 (CC), Hide 1 (CC)|Power Attack|Aura of Courage, Divine Health
    4th|Paladin|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Know (Religion) 7, Survival 3.5 (CC), Hide 1.5 (CC)||Turn Undead
    5th|Paladin|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Know (Religion) 8, Survival 4 (CC), Hide 2 (CC)||Smite Evil 2/day, Special Mount
    6th|Gray Guard|
    +6
    |
    +6
    |
    +1
    |
    +3
    |Hide 2.5 (CC), Gather Information .5 (CC), Intimidate 1|Cleave|Sacrament of Trust, Lay on Hands (Stacking), Darkvision 60ft (Hellbred)
    7th|Gray Guard|
    +7
    |
    +7
    |
    +1
    |
    +4
    |Hide 3 (CC), Gather Information 1 (CC), Intimidate 2||Debilitating Touch
    8th|Gray Guard|
    +8
    |
    +7
    |
    +2
    |
    +4
    |Hide 3.5 (CC), Gather Information 1.5 (CC), Intimidate 3||Smite Evil 3/day
    9th|Gray Guard|
    +9
    |
    +8
    |
    +2
    |
    +5
    |Hide 4 (CC), Gather Information 2 (CC), Intimidate 4|Improved Sunder|Justice Blade (Chaos), Darkvision 120ft (Hellbred)
    10th|Gray Guard|
    +10
    |
    +8
    |
    +2
    |
    +5
    |Hide 4.5 (CC), Gather Information 2.5 (CC), Intimidate 5||Devastating Touch
    11th|Gray Guard|
    +11
    |
    +9
    |
    +3
    |
    +6
    |Hide 5 (CC), Gather Information 3 (CC), Intimidate 6||[/table]




    Spells per day
    {table=head]Level|1st|2nd|3rd|4th
    1st| -| -| -| -
    2nd| -| -| -| -
    3rd| -| -| -| -
    4th|0| -| -| -
    5th|0| -| -| -
    6th|1| -| -| -
    7th|1| -| -| -
    8th|1|0| -| -
    9th|1|0| -| -
    10th|1|0| -| -
    11th|1|0| -| -[/table]

    Typical spells memorized
    1st: Sense Heretic
    2nd: Zone of truth




    Mayael , Extinguisher of Light
    Spoiler
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    Day 262
    I CAN’T BELIEVE THIS! THEY are kicking ME out of the order. How could THEY do this to ME. I am the light of Pelor. THEY are doing this even though I got the answers they wanted. I’m submitting my petition to the high council today.

    Day 264
    They denied my petition to be accepted back into the order. How dare they! They taught me how to do this kind of work. They encouraged me and now THEY take it all away. They will rue the day they screwed me over. Screw the light and Pelor himself I’m outta here.

    Day 285
    I’ve been being followed for some time. I’m not sure who this person is but I’m going to confront her if it continues. There is something vaguely familiar about her and I just can’t put my finger on it.

    Day 293
    I was being followed again today by that strange woman. I took a detour down a dark alley and hid behind some debris. When she got close I ambushed her. She was more powerful than I expected and spoke in the tongue of the devils. After a tussle her robes were tossed aside and she revealed to me her true nature, an erinyes sent by a Cleric of Vecna named Dethego. The erinyes gave me a proposition that I could not refuse. Tomorrow marks a new day, I am no longer seeking a rank as a paladin, I will begin anew, a Blackguard for Vecna. Hunter of the light!

    Day 0
    My training started today and I am really enjoying this. I can use the full extent of my abilities and am not being held back by someone else’s vision. I will miss the convenience of calling my mount, but he ran out on me too. It’s ok, I’ve taken a liking to this raven that has been hanging around.

    Day 24
    Dethego approached me today and we spoke of a final step in his plan. In order to really get back at the Gray Guard and the church of Pelor, he wants me to go through some sort of ritual to become undead. I have some uncertainties about the process, I mean. If I die, will my soul automatically go to hell? He assures me that my soul will remain mine and that I will “live” out my days as a necropolitan… immortal. I like the sounds of that.

    Day 33
    We start the ritual today. I’m a bit hesitant but I’m going through with it. Bandomir would die if he learned what I am doing… and I intend on making that happen. He will be my first target in our war against the light.

    Level 10 again
    Spoiler
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    After undergoing the Ritual of Crucimigration and losing a level, Mayael is back at level 10. He is now a Necropolitan, a real kick in the face to his former mentor’s. As an undead, he had plenty of immunities, but needs to use disguise to appear living. This makes it easier to interact when in a public setting. The d12 hit die are a nice bump up for him, especially now that he is not taking a negative on each hit die. He uses his newfound Raven familiar to assist with scouting ahead from above. He uses the Implacable Pursuer spell as a means to track, if the target fails the reflex save or stops moving, he can always fall back on his track skill. Before engaging his targets, he preps with Corrupt weapon, and summons an undead minion or other evil minion as a flanker and sends them in first. He starts with a Curse of Ill Fortune to drop the enemy saves, attacks, and ability checks. He will then charge in and attempt to sunder (with power attack) the foes weapon or shield, using strategic charge if multiple enemies threaten. He’ll then cast Wave of Grief to further lower the combat ability, saves, and checks. If disarmed, he uses Blade of Pain and Fear as additional damage and a way to cause fear. This works well with the much lowered saves from the stacking debuffs he has placed on his foes. If his foe attempts to flee, he casts Investiture of the Erinyes on himself and beckons the enemy to come back. Luckily for Mayael, he is now undead and immune to the side effect of the spell once it expires.

    Day 37
    I start today as a Harrier to the Church of Vecna. After dispatching Bandomir with a quick death, I brought back his head and his shattered mace as proof of his demise. Dethego was pleased.
    Day 88
    I’ve been hunting this young priest from the local church of Pelor and have been amusing myself. When I was honing in on his location I kept a false vision on myself to ensure he wouldn’t see me coming if he was expecting me. After I found him I scared him a bit by playing with his head, speaking with him telepathically to announce my presence and that I was there to kill him. I rushed him and with a sundering cleave, took out his shield and his shield arm. As if that wasn’t enough, I left him shaking in his boots when I I followed that by focusing my auras and putting the fear of the devil inside him…. I let him get away after that. This will be a fun hunt now that I’ve wounded him, he’ll always been in my sight!

    Level 11-20
    Spoiler
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    From level 11-20 Mayael is now fully focused on the thrill of the hunt. He still uses Implacable Pursuer as his main means of tracking down his foes, falling back on gather information in cities and track when in the wild enjoying the bonuses from Blessing for scripture in those situations. If possible, he will also command his raven to steal an item from his target to aid in his initial pursuit, via the Marked Object spell. When on the hunt, he maintains his False Vision to ensure he is not seen as a threat if being spied upon with spells.
    He announces his presence with his 100ft telepathy (also good to mess with their minds when he is hiding from them).
    In combat, Mayael starts with Phantasmal Decoy to position his enemy where he wants him to stand, he’ll then summon flankers to surround his foe, leaving room for him to charge. He’ll then use Rhino’s Rush or Lion’s charge to attack into a flanking position to take advantage of his Precise Strike feat (dropping all 3d6 sneak attack damage for a +6 to hit). Of course he smites good and uses his Devil’s Favor in this situation. If the foe has a particularly deadly weapon (Holy Avenger) he will definitely sunder that and use his Combat Brute (Sundering Cleave) ability to destroy the weapon and cleave into the enemy. An adamantine 2 hander is what Mayael would be wielding at this point in his career, to take full advantage of his sundering abilities. Divine Might tops off his burst damage, when doing a full round of attacks or on a pouncing charge.
    When interrogating his foes, he has more options for debuffs now, he hits them with Curse of Ill Fortune, Wave of Grief, and Crushing Despair, it becomes quite easy for him to get the answers he is looking for. Of course, this doesn’t stop him from using pain to assist his intimidation. He prefers to leave his enemies (at least the weaker ones) alive, this way he can use Implacable Hunt to track them down and attack them again another day. At this point in Mayael’s career, he takes great pleasure in watching the will of his enemies break and the fear he causes them. He enjoys seeing them cry out for Pelor, only to meet the darkness he has prepared for them.
    Build 1-20
    Spoiler
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    LE Spirit Aspect Hellbred Necropolatin Blackguard 10/Consecrated Harrier 10
    Mayael , Extinguisher of Light
    {table=head]Level|Class|
    BAB
    |
    Fort Save
    |
    Ref Save
    |
    Will Save
    |Skills|Feats|Class feature
    1st|Blackguard|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Disguise .5 (CC), Gather Information .5 (CC) Hide 2, Know (Religion) 2, Intimidate 4, Survival 1 (CC)|Track, Devil's Favor(B)|Aura of Evil, Detect Good, Poison Use, Darkvision 30ft (Hellbred)
    2nd|Blackguard|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Disguise 1 (CC), Gather Information 1 (CC), Hide 3||Dark Blessing, Smite Good 1/day
    3rd|Blackguard|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Disguise 1.5 (CC), Gather Information 1.5 (CC), Hide 4|Power Attack|Command Undead, Aura of Despair
    4th|Blackguard|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Disguise 2 (CC), Gather Information 2 (CC), Hide 5||Sneak Attack +1d6, Str +1
    5th|Blackguard|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Disguise 2.5 (CC), Gather Information 2.5 (CC), Intimidate 5||Fiendish servant, smite good 2/day
    6th|Blackguard|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Disguise 3 (CC), Gather Information 3 (CC), Intimidate 6|Cleave|Darkvision 60ft (Hellbred)
    7th|Blackguard|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Disguise 3.5 (CC), Gather Information 3.5 (CC), Intimidate 7||Sneak attack +2d6
    8th|Blackguard|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Disguise 4 (CC), Gather Information 4 (CC), Intimidate 8||Str +1
    9th|Blackguard|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Disguise 4.5 (CC), Gather Information 4.5 (CC), Intimidate 9|Improved Sunder|Darkvision 120ft (Hellbred)
    10th|Blackguard|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Disguise 5 (CC), Gather Information 5 (CC), Intimidate 10||Sneak attack +3d6, smite good 3/day
    11th|Consecrated Harrier|
    +11
    |
    +7
    |
    +3
    |
    +5
    |Disguise 6, Gather Information 6, Intimidate 11, Skill Trick (Never Outnumbered)||Blessing of Scripture +2, Detect Chaos
    12th|Consecrated Harrier|
    +12
    |
    +7
    |
    +3
    |
    +6
    |Disguise 7, Gather Information 7, Intimidate 13, Survival 1.5 (CC)|Divine Might|Sanctified Sight, See in (Deeper) Darkness (Hellbred), Dex +1
    13th|Consecrated Harrier|
    +13
    |
    +8
    |
    +4
    |
    +6
    |Disguise 8, Gather Information 8, Intimidate 15, Survival 2 (CC)||Dispel Magic
    14th|Consecrated Harrier|
    +14
    |
    +8
    |
    +4
    |
    +7
    |Disguise 9, Gather Information 9, Intimidate 17, Survival 2.5 (CC)||Crushing Despair
    15th|Consecrated Harrier|
    +15
    |
    +8
    |
    +4
    |
    +7
    |Disguise 10, Gather Information 10, Intimidate 18, Survival 3.5 (CC)|Precise Strike|Blessing of Scripture +4, Telepathy 100ft (Hellbred)
    16th|Consecrated Harrier|
    +16
    |
    +9
    |
    +5
    |
    +8
    |Disguise 11, Gather Information 11, Intimidate 19, Survival 4.5 (CC)||False Vision, Str +1
    17th|Consecrated Harrier|
    +17
    |
    +9
    |
    +5
    |
    +8
    |Disguise 12, Gather Information 12, Intimidate 20, Survival 5.5 (CC)||
    18th|Consecrated Harrier|
    +18
    |
    +9
    |
    +5
    |
    +9
    |Disguise 13, Gather Information 13, Intimidate 21, Survival 6.5 (CC)|Combat Brute|Implacable Hunt
    19th|Consecrated Harrier|
    +19
    |
    +10
    |
    +6
    |
    +9
    |Disguise 14, Gather Information 14, Intimidate 22, Survival 7.5 (CC)||
    20th|Consecrated Harrier|
    +20
    |
    +10
    |
    +6
    |
    +10
    |Disguise 16, Gather Information 15, Intimidate 23, Survival 8 (CC)||Blessing of Scripture +6, Faultless Hunt, Str +1[/table]

    Blackguard Spells per day
    {table=head]Level|1st|2nd|3rd|4th
    1st|0| -| -| -
    2nd|1| -| -| -
    3rd|1|0| -| -
    4th|1|1| -| -
    5th|1|1|0| -
    6th|1|1|1| -
    7th|2|1|1|0
    8th|2|1|1|1
    9th|2|2|1|1
    10th|2|2|2|1[/table]

    Typical spells memorized
    1st Strategic Charge, Corrupt Weapon, Inflict Light Wounds
    2nd Curse of Ill Fortune, Wave of Grief, Blade of Pain and Fear
    3rd Summon Undead III, Investiture of the Erinyes
    4th Implacable Pursuer

    Consecrated Harrier Spells per day
    {table=head]Level|1st|2nd|3rd|4th
    11th|0| -| -| -
    12th|1| -| -| -
    13th|1|0| -| -
    14th|1|1| -| -
    15th|1|1|0| -
    16th|1|1|1| -
    17th|2|1|1|0
    18th|2|1|1|1
    19th|2|2|1|1
    20th|2|2|2|1[/table]

    Typical spells memorized
    1st Rhino's Rush, Marked Object,
    2nd Lion's Charge, Hold Person
    3rd See Invisibility, Phantasmal Decoy
    4th Implacable Pursuer



    Day 66506
    It has been a while since my last entry but I will start it up again. The hunting has gone on for a long, long time. In my time as a Harrier, I have dispatched countless priests and followers of Pelor at the bidding of my savior Vecna. I will continue this fight ….
    Spoiler
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    The page is half-ripped out and the remaining pages seem to be missing

    Sweet Spot
    Spoiler
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    The sweet spot of this build is level 18. At this point, Mayael has his maximum spells in both of his classes, which opens up a lot of options for all situations he may come into. He has Implacable Hunt from Consecrated Harrier, and since Mayael is now twisted and sadistic, he enjoys letting his prey go, only victimize them again in the future. He also picks up Combat Brute which opens up damage and sundering in the same round.



    Stats
    Spoiler
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    {table=head]|Starting|Racial|Bump at level|Total with no items
    str|16||4,8,16,20|20
    dex|12||12|13
    con|10|-2||8/-
    int|12|||12
    wis|14|||14
    cha|14|2||16[/table]

    Sources
    Spoiler
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    Sources
    PHB: Paladin, Power Attack, Cleave, Improved Sunder, Track
    Complete Scoundrel: Gray Guard, Skill Trick
    Dungeon Master's Guide: Blackguard
    Complete Divine: Consecrated Harrier
    Complete Warrior: Divine Might, Combat Brute
    Fiendish Codex II: Hellbred, Devil-Touched Feats, Investiture of the Erinyes spell
    Spell Compendium: Many spells
    Dragon Compendium: Precise Strike feat
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  2. - Top - End - #182
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    He has a knack for this.
    Quote Originally Posted by Nakam Ovilka

    Nakam Ovilka - Giant Killer
    CHARACTER INFO
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    Race: Goliath
    Alignment: Lawful Neutral
    Age: 13-19 levels 1-5; 20-31 levels 6-10; 32-35 levels 11-15; 36-45 levels 16-20
    Height: 7’10’’
    Weight: 330 lbs.
    Eyes: Moss Green
    Hair: Bald
    Languages: Common, Gol-Kaa, Giant.


    ATTRIBUTES
    Spoiler
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    Str 18 (+2 level, +4 inherent, +6 enhancement) = 30
    Dex 12
    Con 16 (+6 enhancement) = 22
    Int 12
    Wis 16 (+3 level, +4 inherent, +6 enhancement) = 29
    Cha 8

    CLASS CHART
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    Nakam Ovilka
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|SKILLS|Feats|Class Features

    1st|Swordsage|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Balance 4, Climb 4, Hide 4, Jump 4, Knowledge (Nature) 4, Move Silently 4, Survival 2|Track|Quick to act +1, discipline focus - tiger claw(Weapon Focus)

    2nd|Swordsage|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Balance 4, Climb 5, Disguise 2, Hide 4, Jump 5, Knowledge (Nature) 5, Move Silently 4, Survival 2|New Feats|AC Bonus

    3rd|Swordsage|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Balance 5, Climb 6, Disguise 2, Gather Information 2, Hide 4, Jump 6, Knowledge (Nature) 5, Move Silently 4, Survival 2|Extra Readied Maneuver|

    4th|Swordsage|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Balance 5, Climb 7, Disguise 2, Gather Information 2, Hide 4, Jump 6, Knowledge (Nature) 5, Move Silently 4, Survival 5||Discipline focus - tiger claw (insightful strike)

    5th|Swordsage|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Balance 5, Climb 7, Disguise 3, Gather Information 3, Hide 5, Jump 7, Knowledge (Nature) 5, Move Silently 5, Survival 5||Quick to act +2

    6th|Swordsage|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Balance 5, Climb 8, Disguise 4, Gather Information 4, Hide 5, Jump 9, Knowledge (Nature) 5, Move Silently 5, Survival 5|Power Attack|

    7th|Swordsage|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Balance 5, Climb 10, Disguise 5, Gather Information 5, Hide, 5, Jump 10, Knowledge (Nature) 5, Move Silently 5, Survival 5||Sense magic

    8th|Consecrated Harrier|
    +6
    |
    +2
    |
    +5
    |
    +7
    |Balance 5, Climb 11, Disguise 5, Gather Information 5, Hide, 5, Jump 10, Knowledge (Nature) 5, Move Silently 5, Survival 7||Blessing of Scripture +2, detect chaos

    9th|Consecrated Harrier|
    +7
    |
    +2
    |
    +5
    |
    +8
    |Balance 5, Climb 12, Disguise 5, Gather Information 5, Hide, 5, Jump 10, Knowledge (Nature) 5, Move Silently 5, Survival 9|Leap Attack|Sanctified Sight

    10th|Goliath Liberator|
    +8
    |
    +4
    |
    +5
    |
    +8
    |Balance 5, Climb 13, Disguise 5, Gather Information 5, Hide, 5, Jump 10, Knowledge (Nature) 5, Move Silently 5, Survival 13|| Favoured Enemy (Giant) +2

    11th|Goliath Liberator|
    +9
    |
    +4
    |
    +5
    |
    +8
    |Balance 5, Climb 14, Disguise 5, Gather Information 5, Hide, 5, Jump 13, Knowledge (Nature) 5, Move Silently 5, Survival 14|| Avoid Thrown Weapon

    12th|Goliath Liberator|
    +10
    |
    +5
    |
    +6
    |
    +9
    |Balance 5, Climb 14, Disguise 5, Gather Information 5, Hide, 5, Jump 13, Knowledge (Nature) 5, Move Silently 5, Spot 5, Survival 14|Auspicious Marking| Improved Trip

    13th|Goliath Liberator|
    +11
    |
    +6
    |
    +6
    |
    +9
    |Balance 5, Climb 14, Disguise 5, Gather Information 5, Hide, 5, Jump 13, Knowledge (Nature) 5, Listen 5, Move Silently 5, Spot 5, Survival 14|| Avoid Reach

    14th|Consecrated Harrier|
    +12
    |
    +7
    |
    +7
    |
    +9
    |Balance 5, Climb 15, Disguise 5, Gather Information 5, Hide, 5, Jump 13, Knowledge (Nature) 5, Listen 5, Move Silently 5, Spot 5, Survival 16||Dispel magic

    15th|Consecrated Harrier|
    +13
    |
    +7
    |
    +7
    |
    +10
    |Balance 5, Climb 16, Disguise 5, Gather Information 5, Hide, 5, Jump 13, Knowledge (Nature) 5, Listen 5, Move Silently 5, Spot 5, Survival 16|Marking of the Warrior|Crushing despair

    16th|Consecrated Harrier|
    +14
    |
    +7
    |
    +7
    |
    +10
    |Balance 5, Climb 16, Disguise 5, Gather Information 6, Hide, 7, Jump 13, Knowledge (Nature) 5, Listen 5, Move Silently 5, Spot 5, Survival 16||Blessing of scripture +4

    17th|Consecrated Harrier|
    +15
    |
    +8
    |
    +8
    |
    +11
    |Balance 5, Climb 16, Disguise 5, Gather Information 7, Hide, 7, Jump 13, Knowledge (Nature) 5, Listen 5, Move Silently 7, Spot 5, Survival 16||False vision

    18th|Consecrated Harrier|
    +16
    |
    +8
    |
    +8
    |
    +11
    |Balance 5, Climb 16, Disguise 5, Gather Information 8, Hide, 7, Jump 15, Knowledge (Nature) 5, Listen 5, Move Silently 7, Spot 5, Survival 16|Marking of the Blessed|

    19th|Consecrated Harrier|
    +17
    |
    +8
    |
    +8
    |
    +12
    |Balance 5, Climb 16, Disguise 5, Gather Information 9, Hide, 7, Jump 15, Knowledge (Nature) 5, Listen 5, Move Silently 7, Spot 5, Survival 18||Implacable hunt

    20th|Consecrated Harrier|
    +18
    |
    +9
    |
    +9
    |
    +12
    |Balance 5, Climb 21, Disguise 5, Gather Information 9, Hide, 7, Jump 15, Knowledge (Nature) 5, Listen 5, Move Silently 7, Spot 5, Survival 18||[/table]

    Spoiler
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    Maneuvers known/Maneuvers readied/Stances known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|6|4|1

    2nd|7|4|2

    3rd|8|6|2

    4th|9|6|2

    5th|10|7|3

    6th|11|7|3

    7th|12|7|3

    8th|-|-|-|

    9th|-|-|-|

    10th|-|-|-|

    11th|-|-|-|

    12th|-|-|-|

    13th|-|-|-|

    14th|-|-|-|

    15th|-|-|-|

    16th|-|-|-|

    17th|-|-|-|

    18th|-|-|-|

    19th|-|-|-|

    20th|-|-|-|[/table]

    Spoiler
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    MANEUVERS/STANCES KNOWN
    {table=head]Level|Maneuvers Known|Stances Known|
    1st|Sudden Leap, Charging Minotaur, Wind Stride, Wolf Fang Strike, Stone Bones, Counter Charge|
    Hunters Sense
    |

    2nd|Mighty Throw
    |Step of the Wind
    |

    3rd|Claw at the moon||

    4th|Mountain Hammer||

    5th|Soaring Raptor Strike|
    Leaping Dragon Stance
    |

    6th|Bonecrusher, Devastating Throw (Replace Mighty Throw)|

    7th|Bonesplitting Strike||[/table]

    Spoiler
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    Spells Known
    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

    6th|-|-|-|-|-|-|-|-|-|-

    7th|-|-|-|-|-|-|-|-|-|-

    8th|0|-|-|-|-|-|-|-|-|-

    9th|1|-|-|-|-|-|-|-|-|-

    10th|1|-|-|-|-|-|-|-|-|-

    11th|1|-|-|-|-|-|-|-|-|-

    12th|1|-|-|-|-|-|-|-|-|-

    13th|1|-|-|-|-|-|-|-|-|-

    14th|1|0|-|-|-|-|-|-|-|-

    15th|1|1|-|-|-|-|-|-|-|-

    16th|1|1|0|-|-|-|-|-|-|-

    17th|1|1|1|-|-|-|-|-|-|-

    18th|2|1|1|0|-|-|-|-|-|-

    19th|2|1|1|1|-|-|-|-|-|-

    20th|2|2|1|1|-|-|-|-|-|-[/table]


    Background Story and Levels
    Spoiler
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    Nakam was born into the Ili (I -lee) tribe, also known as the Thread-Makers. The nomadic group was renowned for the brixashulty they raise high in the mountains. Originally bread by halflings, the Ili tribe bought the hardiest they brixshulty they could and many generations later the animals are an ingrained part of the tribe.
    The herds are taken out to pasture on what grass could be found everyday and all members of the Ili take turns guarding and herding the creatures. Nakam would take his turns with the beasts, but his real skills lay elsewhere then protecting creatures: Nakam was a natural tracker and warrior. by the time he reached adolesence, his tribe recognized him as strong and wise beyond his years and sent him to Ukton mountain. At the top of the mountain lay a monastery where Goliaths are taught how to tap into nature around them, and fight in ways beyond the most skilled mundane warrior. Here Nakam learned how about balance between all things, the strength of mountains and the ferocity of the wild beast. When he became an adult he returned to the Ili and led the most succesful hunting parties of all the tribes, sometimes collecting enough meat to feed whole festivals between tribes.
    Level 5
    Spoiler
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    Nakam is currently straight Swordsage. All of his maneuvers and stances are from either Setting Sun (balance in nature), tiger claw (inner animal), and stone dragon (strength of stone). He uses scent from his Hunters Sense stance to enhance his tracking ability and when he needs to fight he will use Step of the Wind stance to avoid any movement penalties. He relies on maneuvers to get bonus damage, but even when not he has respectable damage since he has a large strength score and fights with a large great axe. While training at the temple he bought off his level adjustment.

    For seven years, Nakam served his tribe hunting and protecting. He respected those who ranked above him and never sought to be in a position of power. In fact, Nakam was shy and did not like any sort of spot light on him. As he aged his tribes respect for the powerful and wise Goliath hunter grew as well.
    It was a fateful night when Nakam returned with several other Goliaths from a three week long hunt. They had found the tracks of the Ili and were following them to their most recent camp site when Nakam started reading more tracks on the mountain side path, giant tracks. He and the hunting party followed the tracks as fast as they could but when they reached what remained of the Ili there was not much to find. Most of the brixashulty had been taken, as well as many members of the tribe. The members left weeped in the ruined camp site.
    That night, as Nakam slept, an avatar of Kavaki, the Ram Lord appeared to him. It instructed him that he was chosen to hunt the giant Juralz, who had many Goliaths captive. Nakam was to find the great giant city of Stone Top and free his people. Nakam started hunting for the fabled city the next day, wondering how a city of giants could be so hidden. Along the way he eventually joined forces with a Xaphod, a Gnome Illusionist, a Half-Elf druid by the name of Lendell and her bear companion Boro. They climbed peaks and delved deep underneath mountains to find this city, fighting many giants along the way but had no luck.

    Level 10
    Spoiler
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    Nakam has now taken two levels of Consecrated Harrier and has his first target. I know the requirements state that he must have already completed one mission for his church but I wanted his first mission to be his most dramatic and important mission. For his build, he has both power attack and leap attack. Both these feats will work well with some of his maneuvers, such as claw at the moon, and gives him good damage potential in battle. His level in goliath liberator has helped his lacking Fortitude save as well as given him favoured enemy to help fight giants even better.


    Many years were spent by Nakam and his companions fighting giants, and freeing many Goliaths from slavery. Nakam became better and better at combating his massive foes, learning how they fought and how to be more effective against them. As time passed, Nakam’s skin mottled into different patters. Strange patterns that made him stand out from his kin and made many whisper about the possible meanings. Finally the group found a clue. A hardly decipherable map written in some sort of archaic giant language was found in a tomb of a once great giant king, deep in the side of a mountain.
    It was a further three years until the adventurers found themselves standing at the gates of Stone Top. When they entered they met much resistance. Giant after giant feel to the group, by axe and spell. Finally, the four companions stood in front of Juralz and Nakam announced in the name of Kavaki, he was here to kill him. The fight was long and bloody. Boro fell, the bear was cut in half by a mighty blow. Lendell transformed herself into a great mountain cat and attacked the giant in blind rage, clinging to the massive humoinds chest and raking him with her claws. Her fury was her undoing when Juralz took her from his chest and flung her into a wall, ending her life. Things looked down for Nakam and Xaphod, but a clever image of Lendell and Boro coming back to life distracted the Giant long enough for Nakam to cut through one of the giants massive legs. The ground shock when Juralz fell, and his death scream echoed through the halls of Stone Top for days as Nakam stood astride the giants chest and embedded his axe into the Giants heart.

    Level 18
    Spoiler
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    I know I’ve jumped from level 10 to 18 but this is where I see Nakam accomplishing his mission.
    Nakam has finished his progression through Goliath Liberator, giving him many advantages when fighting Giants. It was a hard decision to take a fourth level of Liberator because it means Nakam does not get the cap stone of Consecrated Harrier. I choose on the basis of what I would prefer to have were I actually playing Nakam in a campaign and the avoid reach ability seemed better to me. I would call this level the highlight of the build. All of his main abilities are present and he should be a powerful melee character in his mountainous environment, with some versatility.
    His strategies have not changed much since level ten. He is still trying to get power attack and leap attack damage as much as possible while also using maneuvers to supplement that. Most of his maneuvers are still fairly relevant at this level, if not adding as much to his damage as they once were.
    If he can Nakam will start a battle in hiding, attempting crushing despair on every enemy he can, and trying to dispel any powerful items or buffs he might see which makes him a viable threat to casters. He mostly uses Command and Hold person when in combat, but only against weaker willed foes. His high wisdom should give him a decent save DC, but he prefers to fight in melee.


    Nakam was visited by Kalvaki’s avatar for the second time the night after he slew Juralz. He stood a top the peak looking across Stone Top and he was joined by a massive Goliath, with Ram’s horns. Neither said anything for a time, they just watched the sun slowly rise above the mountain. The song of a now free Goliath dawncaller started to fill the air. More voices came as more dawn callers joined him and the hundreds of goliaths that had been kept captive and used as slaves in Stone Top emerged from the city and joined in the song. The great Goliath looked at Nakam and nodded at him, signifying the Gods approval. He pointed at Nakam markings and raised his eyebrows and then walked out into the air towards the sunrise, disappearing in the rays. Nakam looked at his body, seeing that his markings where different. An axe and rams horns were on his chest, marking him as a blessed warrior of Kavaki.
    Nakam journeyed with Xaphod out of the mountains after that and found a Halfling caravan. He bought five brixashulty and then returned to the mountains while Xaphod returned to society. He raised the animals, guarding them each day. Small groups of goliaths joined him. More came as it became known that a blessed warrior was starting a new tribe. Many turned to him to lead, but he instead asked a wise older Goliath who to lead the tribe instead. After all this time, Nakam still did not want the prestige of a leader. Eventually the tribe was so big, that it split into two sections of one tribe, a first in Goliath society. Nakam eventually left the tribe and wandered the mountains, spending nights with with different tribes, sometimes fighting giants and always helping those goliaths who needed it. Eventually he found his way back to the monastery at the top of Ukton mountain. The night he arrived was the last night he left the sight of the temple, until his death.

    Level 20
    Spoiler
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    Nakam finishes his level progression with Consecrated Harrier. He is always prepared with dismissal and dominate for powerful foes. His battle strategy remains much the same as it was at 15. These levels represent the rest of his days as he lives them out training others at the monastery. It would be more accurate to
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  3. - Top - End - #183
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Folks dread to see him come. . . .
    Quote Originally Posted by Yojana Mulsh

    Yojana Mulsh
    "...I don't practice law? I help write the laws. I write the laws. I make the laws. I am the law."

    The Build

    Male Azurin :: Cleric 3 /Incarnate(Law) 2/Sapphire Hierarch 8/Consecrated Harrier 7
    Alignment: Lawful Neutral (Cleric of Zilchus)

    Detail
    Spoiler
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    Abilities
    Spoiler
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    {table=head]Ability|PB(32)|Racial|ECL4|ECL8ECL12|ECL16|ECL20
    STR|14|14|14|14|14|14|14
    DEX|10|10|10|10|10|10|10
    CON|16|16|16|16|16|16|16
    INT|14|14|14|14|14|14|14
    WIS|16|16|17|18|19|20|21
    CHA|6|6|6|6|6|6|6
    [/table]


    Racial Traits
    Size: Medium
    Speed: 30ft
    Type: Humanoid (Incarnum)
    SQ: Extra Feat @ 1st; Essentia Pool increased by 1.


    Yojana Mulsh
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1|Cleric|+0|+2|+0|+2|Disguise 4 ranks, Concentration 4 ranks, Know(religion) 4 ranks, Sense Motive 4 ranks |Track, Extend Spell |Turn Undead, Law Domain, Trickery Domain|
    2|Cleric|+1|+3|+0|+3|Disguise 5 ranks, Concentration 5 ranks, Sense Motive 5 ranks, Spellcraft 1 ranks|||
    3|Cleric|+2|+4|+1|+4|Disguise 6 ranks, Concentration 6 ranks, Sense Motive 6 ranks, spellcraft 2 ranks|Incarnum Spellshaping||
    4|Incarnate|+2|+6|+1|+6|Concentration 7 ranks, Know(Arcana) 2 ranks, spellcraft 3 ranks||Aura, Detect Opposition|
    5|Incarnate|+3|+7|+1|+7|Concentration 8 ranks, Know(Arcana) 4 ranks, Spellcraft 4 ranks||Chakra Bind Crown|
    6|Sapphire Hierach|+3|+7|+1|+9|Concentration 9 ranks, Know(Arcana) 5 ranks, Know(Religion) 5 ranks, Spellcraft 5 ranks|Bonus Essentia|Consultation, Smite Chaos|
    7|Sapphire Hierach|+4|+7|+1|+10|Concentration 10 ranks, Know(Arcana) 6 ranks, Know(Religion) 6 ranks, Spellcraft 6 ranks||Favoured of the Eidelon|
    8|Sapphire Hierach|+5|+8|+2|+11|Concentration 11 ranks, Know(Arcana) 7 ranks, Know(Religion) 7 ranks, Spellcraft 7 ranks||DR 1/Adamantine|
    9|Sapphire Hierach|+6|+8|+2|+12|Concentration 12 ranks, Know(Arcana) 8 ranks, Know(Religion) 8 ranks, Spellcraft 8 ranks|Midnight Metamagic|Smite Chaos (2/day)|
    10|Sapphire Hierach|+6|+8|+2|+12|Concentration 13 ranks, Know(Arcana) 9 ranks, Know(Religion) 9 ranks, Spellcraft 9 ranks||Sapphire Body(25% fortification)|
    11|Consecrated Harrier|+7|+8|+2|+14|Diplomacy 1 rank, Bluff 1 rank, Know(local) 1 rank, Search 1 rank, disguise 7 ranks, Gather Information 1 rank||Blessing of Scripture +2, Detect Chaos|
    12|Consecrated Harrier|+8|+8|+2|+15|Diplomacy 2 rank, Bluff 2 ranks, Know(local) 2 ranks, Search 2 ranks, disguise 8 ranks, Gather Information 2 ranks|Open Lesser Chakra(Arms)|Sanctified Sight|
    13|Consecrated Harrier|+9|+9|+3|+15|Diplomacy 3 rank, Bluff 3 ranks, Know(local) 3 ranks, Search 3 ranks, disguise 9 ranks, Gather Information 3 ranks||SLA: Dispel Magic|
    14|Consecrated Harrier|+10|+9|+3|+16|Diplomacy 4 ranks, Bluff 4 ranks, Know(local) 4 ranks, Search 4 ranks, disguise 10 ranks, Gather Information 4 ranks||SLA: Crushing Despair|
    15|Consecrated Harrier|+11|+9|+3|+16|Diplomacy 5 rank, Bluff 5 ranks, Know(local) 5 ranks, Search 5 ranks, disguise 11 ranks, Gather Information 5 ranks|Persistent Spell|Blessing of Scripture +4|
    16|Consecrated Harrier|+12|+10|+4|+17|Diplomacy 6 rank, Bluff 6 ranks, Know(local) 6 ranks, Search 6 ranks, disguise 12 ranks, Gather Information 6 ranks||SLA: False Vision|
    17|Consecrated Harrier|+13|+10|+4|+17|Diplomacy 7 ranks, Bluff 7 ranks, Know(local) 7 ranks, Search 7 ranks, disguise 13 ranks, Gather Information 7 ranks|||
    18|Sapphire Hierach|+14|+11|+5|+18|Concentration 14 ranks, Know(Arcana) 10 ranks, Know(Religion) 10 ranks, Spellcraft 10|Open Lesser Chakra(Shoulders)|DR 2/Adamantine|
    19|Sapphire Hierach|+14|+11|+5|+18|Concentration 15 ranks, Know(Arcana) 11 ranks, Know(Religion) 11 ranks, Spellcraft 11||Smite Chaos 3/day|
    20|Sapphire Hierach|+15|+11|+5|+19|Concentration 16 ranks, Know(Arcana) 12 ranks, Know(Religion) 12 ranks, Spellcraft 12||Timeless Body|
    [/table]

    Cleric Spells Per Day (before wisdom mod)
    Spoiler
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|1+1|-|-|-|-|-|-|-|-

    2nd|4|2+1|-|-|-|-|-|-|-|-

    3rd|4|2+1|1+1|-|-|-|-|-|-|-

    4th|4|2+1|1+1|-|-|-|-|-|-|-

    5th|4|2+1|1+1|-|-|-|-|-|-|-

    6th|5|3+1|2+1|-|-|-|-|-|-|-

    7th|5|3+1|2+1|1+1|-|-|-|-|-|-

    8th|5|3+1|3+1|2+1|-|-|-|-|-|-

    9th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

    10th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    11th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    12th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    13th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    14th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    15th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    16th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    17th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

    18th|6|4+1|4+1|3+1|2+1|1+1|-|-|-|-

    19th|6|4+1|4+1|3+1|3+1|2+1|-|-|-|-

    20th|6|5+1|4+1|4+1|3+1|2+1|1+1|-|-|-[/table]



    Consecrated Harrier Spells Per Day (before wisdom mod)
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

    6th|-|-|-|-|-|-|-|-|-|-

    7th|-|-|-|-|-|-|-|-|-|-

    8th|-|-|-|-|-|-|-|-|-|-

    9th|-|-|-|-|-|-|-|-|-|-

    10th|-|-|-|-|-|-|-|-|-|-

    11th|-|0|-|-|-|-|-|-|-|-

    12th|-|1|-|-|-|-|-|-|-|-

    13th|-|1|0|-|-|-|-|-|-|-

    14th|-|1|1|-|-|-|-|-|-|-

    15th|-|1|1|0|-|-|-|-|-|-

    16th|-|1|1|1|-|-|-|-|-|-

    17th|-|2|1|1|0|-|-|-|-|-

    18th|-|2|1|1|0|-|-|-|-|-

    19th|-|2|1|1|0|-|-|-|-|-

    20th|-|2|1|1|0|-|-|-|-|-[/table]



    Incarnum:
    Soulmelds: 6
    Essentia: 14
    Chakra Binds: 3
    Chakra Binds Available: Crown, Arms, Shoulders



    Explanation
    Spoiler
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    ECL 1-5
    Spoiler
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    At the start of his progression Yojana is struggling for his role. Decent saves, and reasonable HP(due to constitution) give him better survival rate than some low level characters, but his fairly poor BAB, and split focus between spells and soulmelds, mean that neither have really taken off to a true level. Track is taken for the pre-requisite of Consecrated Harrier (mainly to get it out of the way), and likewise Extend is taken, although doesn't really come into it's own yet. Incarnum spellshaping gives you access to some incarnum spells, mainly some nice buffs for your party. The Law domain is for pre-requisite purposes (Sapphire Hierach), and the trickery domain is taken to gain disguise as a class skill for the cleric, again mainly to help with pre-requisites. We take Azurin as a race for the increased essentia which helps us get into Sapphire Hierach early, as well as the useful bonus feat.


    ECL 6-10
    Spoiler
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    Things begin to get interesting for Yojana here, five levels of Sapphire Hierach brings him up to level 4 cleric spells, as well as gaining the flexibility of the additional meldshaping. Giving you a lot of options each day, depending on what the day holds. His hunt is aided by being able to consult the Sapphire Eidelon(basically acts as a commune spell), as well as gaining a few incidental bonuses to either attack(Smite chaos), or saves/defenses, which assist him in his combat role. Bonus essentia, is here to fuel his level 9 feat Midnight Metamagic. Midnight metamagic, effectively allows you to nullify the level increase of metamagic feats by investing essentia. This is handled per spell. So at level ten when Yojana has 10 essentia (7 base +1 Azurin +2 bonus essentia) he can effectively extend 10 spells, with no cost in raised levels, further enhancing his buffing or combat prowess.


    ECL 11-15(Sweetspot)
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    Yojana now begins to look like more of a gish, Consecrated Harrier, boosts his BAB, and with support from the right cleric spells, this turns him into a sort of clericzilla light. Detect chaos, is effectively the same as the Incarnate ability (Detect opposite) so is obsolete at this point. Blessing of scripture bonus, gives a nice, if rather specific +4(by level 15) bonus to a bunch of skills, as well as combat rolls, although only against the current church target. Gaining dispel magic as an SLA, is gravy at this point, we could have selected it far earlier as a cleric spell, but at least this frees up some of our limited cleric spell slots for more interesting spells. Crushing despair isn't a bad debuff for enemies, and again frees up cleric slots from taking up debuffs, and allows you to prepare more buffs for yourself. Sanctified sight adds to our list of various bonuses to saves that you gain from this build (especially using certain soulmelds). However it's our level 15 feat that really pushes Yojana into his clericzilla light territory. Gaining persistent spell on a character that at the end of his progression can only cast level 6 spells is a little strange, but as we can buyoff the level increase from the metamagic with midnight metamagic, persistent spell comes nicely online. At 15 you probably only want to persist one spell(you can realistically only persist 2 spells at ECL20), allowing you to use your other essentia wisely. We also open up another chakra bind (Sapphire Hierach gets us the ability to bind more soulmelds to chakra's, however without incarnate levels we don't actually gain the open chakras to bind to, so we have to do it with feats. I think arms are quite a useful bind (especially with bluesteel braces +2 to init for everyone!) ). We also at this point have gained a few ranger spells to add to our repertoire. Although the number of spells is scant on the table, we have a high wisdom, so can add at least a few bonus spells to that, as well as our (effectively) free metamagic shenanigans.


    ECL 16-20
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    A few more levels of Consecrated Harrier, and then finishing off with a few levels of Sapphire Hierach. The last three levels of Consecrated Harrier, add very little to this build so I didn't take them! Implacable, and Fautless hunt, rely so much on DM that it's tough to want them, and a small +2 bonus on blessing of scripture just isn't worth those three levels. Again it appears that we miss out on some ranger spells, but with bonus spells, we actually get at least 1 4th level spell (more with stat boost items), and when deciding between level 6 cleric spells or an extra(1) ranger spell, it's an easy choice to make. False vision, and a spell level in ranger spells is all we really gain from Consecrated Hierach at this point, although the two more levels at full BAB, certainly help with our gishing ability. False vision isn't the most useful SLA, but it fits in with some of the trickery domain spells, and would be helpful for hunting your targets if playing that sort of game. The three levels of Sapphire Hierach, gives us a few more small bonuses, and some more smite action. But most importantly gets us to level five and six cleric spells, and gives us an extra soulmeld, an extra chakra bind, and the ever important essentia boost, to fuel metamagic. For our last feat we open another chakra to allow us to use all our three binds.





    The Story
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    Clink.
    The sound of money was music to the ears of the collectors. Tithes and offerings were what kept the church going after-all, and the worshippers of Zilchus, gained many benefits from their gifts. The collectors continued counting the bright shining gold coins, their hands moving slowly from pile to pile. Yojana watched them, as he passed through the counting house of the temple, a grim smile on his face. He had not been called here to watch people count money, his was a more important task. The preceptor of the temple sat him down, fear etched on his face. “It's been stolen.” was the first words out of his mouth.
    Yojana eyes, his Azurin heritage not usually noticeable to passers by, took on a steely blue tinge, “What has been stolen?” he asked, his rough voice echoing the Preceptor's concern.
    The Preceptor passed a tired hand over his eyes, “Last night, thieves broke in, and stole the golden coin above the altar, in the main temple. None of our priests could divine where they have gone, we need you to find them, punish them, and retrieve the coin.”
    Yojana stood, and abruptly turned, leaving the room, and heading straight for the chase.

    It took many days, days of following a slight trail, days of exploring false leads, of sitting invisible in smoky taverns listening to the boasts of thieves, but eventually Yojana found them, sitting around a small camp-fire in the deep wilderness. As he faded into sight, they startled reactions brought a smile to his face. “W..who are you?” one of the thugs stammered out.
    “I am law.” Yojana stated, simply, carefully, with no hint of what was to come.
    “You're a lawyer?” one of the thugs laughed, “Oh no boys, we've got a lawyer after us, whatever shall we do, we're dying in fear over here.” The tall Azurin stood stock still, allowing the laughter to wash over him, as it subsided, the leader of the band of ruffians stood, “Are you going to practise the law on us lawyer boy?!” he asked, sarcasm thick in his voice.
    "Practice the law? I don't practice law. I help write the laws. I write the laws. I make the laws. I am the law." Yojana's voice raised in volume and tone as he delivered the line with a crescendo of power filling his voice. His spear, seeming to materialise in his hand, slammed into the thief's throat. A bright blue radiance appeared over Yojana's arms, as he dove to the attack. The spear ramming home in bodies left, right and centre. Yojana appeared to be far stronger than his gaunt frame suggested, and the blows of the thieves just seemed to bounce off him.

    It only took a few minutes before the thieves were dead, and dying. Yojana Mulsh, bent to retrieve the great glowing golden coin, and turned to return to the temple.



    Suggested Kit
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    Stat increase items for wisdom is an obvious priority, adding a stat increase item to strength will also help melee ability. Decent armour is less a priority, as it can be replicated by soulmelds if needed, whereas a decent weapon is more useful.


    Chef's Notes
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    Flexibility is pretty much this characters watchword. Level 6 cleric spells, level 4 ranger spells, plus 6 soulmelds(3 chakra binds) and plenty of essentia to go around, gives the ability to day on day, change the focus of your play. Obviously with persist, and extend in play, and with their cost reduced, all day, or extended buffs are the most obvious way to focus with your spells, with some added flavour using some of the trickery domain spells (like invisibility). A few incarnum spells give some nice buffs to your whole party (or just to you) and can be made even better with essentia investment. Whilst you never get high level spells, with the opportunity to select any cleric spell (up to 6), AND any ranger spell (up to 4) gives you a lot of flexibility with spellcasting alone.

    That's even before you get to your soulmelds. Again these can be changed day-on-day, however to fit with a buffing role Bluesteel bracers bound to your arms is worthy of an individual mention, it gives the whole party a +2 to init, making you very popular amongst your friends. Dependent on what spells you take, or what items you buy, you can cover gaps in your build with certain other soulmelds. You're not a melee monster (mid-strength, and max of +15 BAB), however persisting things like divine power is certainly possible, as well as the usual other clericzilla buffs, if you want to go down the proper gish route.

    Effectively it's a tier 3, obviously the better optimised build would be drop Consecrated Harrier levels, and finish Sapphire Hierach, with more cleric/other full progression prc on top. But Consecrated Harrier fits quite nicely into this build, and with the various buffs, and trickery domain, it suits the hunter like archetype.



    Ingredients
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    Core: Cleric, Feats
    Complete Arcane: Feats
    Complete Divine: Consecrated Harrier
    Magic of Incarnum: Azurin, Incarnate, Sapphire Hierach, Feats, Spells

    Iron Chef in the Playground veteran since Round IV. Play as me!


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  4. - Top - End - #184
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    His friends call him "Bob".
    Quote Originally Posted by Ral'Tik-Deja'raluk
    Ral'Tik-Deja'raluk

    Ke Ral'Tik-Deja'raluk, qhari kyor,
    Da'tik-Dre'de ke-g'kaluk,
    tik-tik chik-cha'ik.
    Ke tak-dre.
    Spoiler
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    I am the Great Hunter of Distant Planes, bringer of vengeance,
    Consecrated Harrier of my tribe,
    defender of the faith.
    I am your death.


    The Menu
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    Thri-Kreen Fighter 2 / Ranger 1 / Jaunter 4 / Consecrated Harrier 10
    Str 16, Dex 20, Con 13, Int 15, Cha 8
    Speed 60
    {table=head]Level|Class|Base [div]Attack[/div][div]Bonus[/div]|Fort[div]Save[/div]|Ref[div]Save[/div]|Wil[div]Save[/div]|Feats|Class Features
    1st|Monstrous Humanoid 1|+1|
    +0
    |
    +2
    |
    +2
    |Expeditious Dodge|-
    2nd|Monstrous Humanoid 2|+2|
    +0
    |
    +3
    |
    +3
    |-|-
    3rd|Level Adjustment 1|+2|
    +0
    |
    +3
    |
    +3
    |-|-
    4th|Fighter 1|+3|
    +2
    |
    +3
    |
    +3
    |Mobility, Multiweapon Fighting|Bonus Feat, Hit-and-Run Tactics
    5th|Fighter 2|+4|
    +3
    |
    +3
    |
    +3
    |Spring Attack|Bonus Feat
    6th|Ranger, Planar 1|+5|
    +5
    |
    +5
    |
    +3
    |Track|Favored enemy (Elves), Track, wild empathy
    7th|Jaunter 1|+5|
    +5
    |
    +7
    |
    +3
    |Multiattack|Travel power, benign transposition
    8th|Jaunter 2|+6|
    +5
    |
    +8
    |
    +3
    |-|Baleful transposition, fast movement
    9th|Jaunter 3|+7|
    +6
    |
    +8
    |
    +4
    |-|Dimension door, teleport
    10th|Jaunter 4|+8|
    +6
    |
    +9
    |
    +4
    |Improved Multiweapon Fighting|Freedom of movement, plane shift
    11th|Consecrated Harrier 1|+9|
    +6
    |
    +9
    |
    +6
    |-|Blessing of scripture +2, detect chaos
    12th|Consecrated Harrier 2|+10|
    +6
    |
    +9
    |
    +7
    |-|Sanctified sight
    13th|Consecrated Harrier 3|+11|
    +7
    |
    +10
    |
    +7
    |Multitasking|Dispel magic
    14th|Consecrated Harrier 4|+12|
    +7
    |
    +10
    |
    +8
    |-|Crushing despair
    15th|Consecrated Harrier 5|+13|
    +7
    |
    +10
    |
    +8
    |-|Blessing of scripture +4
    16th|Consecrated Harrier 6|+14|
    +8
    |
    +11
    |
    +9
    |Bounding Assault|False vision
    17th|Consecrated Harrier 7|+15|
    +8
    |
    +11
    |
    +9
    |-|—
    18th|Consecrated Harrier 8|+16|
    +8
    |
    +11
    |
    +10
    |-|Implacable hunt
    19th|Consecrated Harrier 9|+17|
    +9
    |
    +12
    |
    +10
    |Travel Devotion|—
    20th|Consecrated Harrier 10|+18|
    +9
    |
    +12
    |
    +11
    |-|Blessing of scripture +6, faultless hunt
    [/table](Skills by level is addressed in the next section)

    Ability Scores
    {table=head]Ability|Base|Racial|Levels|Total|Mods
    Strength|14|+2||16|+3
    Dexterity|16|+4||20|+5
    Constitution|13||+1|14|+2
    Intelligence|15|-2|+2|15|+2
    Wisdom|9|+2|+1|12|+1
    Charisma|10|-4||6|-2[/table]
    +1 Int at 4th and 8th levels to qualify for Multitasking in time.
    +1 Wis/Con at 12th and 16th levels to make the numbers even.


    The First Course
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    Alone in the desert, the fierce hunter stalked his prey. The small animal he hunted was spooked, but it had not spotted him. The epitome of stealth, grace, and death, he rushed his foe and tore the life from it and began to feast on its flesh. The lizard was dead, and the mighty thri-kreen warrior stood tall, proud, eight mighty inches of pure terrifying death.

    He had only just hatched the day before, and his instincts were sharp, though his mind not yet formed. He knew not to wander too far from the nest, but the lizard was too tempting a feast. As his mandibles begin to tear into the flesh of the lizard, a new scent arrives on the breeze, a powerful scent of sweet, delectable meat, irresistible. As he raises his head, from his kill, the hatchling rushes towards the scent. Across the sands he runs, at last catching up with the intoxicating aroma. Cresting the last small dune, he sees a tall, humanoid towering over him. This was the source of the scent, his racial memories providing the name of this exquisite meal. "Elf"

    Rushing toward his target, its great size invoking no fear in his tiny frame, the kreen leaps into the air in ambush, only to be caught up in the spell the oblivious elf was casting for his allies, whisking them away from this plane. Disoriented and cut off from his home, the hatchling kreen finds himself lost in an endless maze of deep, crisscrossing canyons filled with people, noise, and filth. For the first time in his short life, he felt fear.

    Lost and alone, the kreen hatchling learns to live in the city. He must live off of his speed and his agility, or he must die. Catching anything he can, he seldom stops moving and learns to quickly dart in, strike, and get out without his prey ever having the chance to strike back. He begins to grow and mature, the racial memories of his people flooding his mind as he tries to learn about his environment.
    Dejluk n'chtik. Chtik'dul-luk? Luk no'riik? Ral'tek thri-kreen kal? G'lat-draj kyor kal ke-zer'ti haldraj-zer?
    Spoiler
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    Translation:

    This is all so wrong. Where are the dunes? Where is the blazing heat? Where are the great tribes of warrior kreen? Why do the mammals get so upset when I dine on delicious elf meat?
    ECL 1-5
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    The, as yes unnamed, thri-kreen starts off his life only to be "abducted" to a far distant city on another plane of existence. True he's never actually eight inches tall, but it made for a better story that way and took place before "game play" starts.

    Class Levels
    He, of course, starts off with his two racial hit dice and his +1 Level Adjustment, +1 instead of being +2 due to not being naturally psionic. Quickly learning to fight but relying on his speed, he takes two levels in Fighter with the Hit-and-Run Tactics ACF, which is beneficial to him but also fits thematically with the character.

    1Feats
    Trait - Quick
    HD1 – Expeditious Dodge
    Racial Bonus – Deflect Arrows
    HD3 – Mobility
    Fighter 1 – Multiweapon Fighting
    Fighter 2 – Spring Attack

    His focus with feats is obviously fighting and avoiding being attack. He's a quick hit-and-run style combatant, never standing in one place for too long. However, if he does get pinned down, Multiweapon Fighting gives him an edge with full attacks.

    Quick is a perfect trait for him. It adds +10 to his land speed but makes him lose 1hp/level. The hit point loss is mitigated, because he focuses on not getting hit, as you will see later.

    1Skills
    1st level – Balance 2 ranks, Disguise 2 ranks, Hide 4 ranks, Tumble 1 rank
    2nd level – Balance 3 ranks, Disguise 2.5 ranks, Hide 5 ranks, Tumble 1 rank
    3rd level – (Level Adjustment)
    4th level – Balance 3 ranks, Disguise 3 ranks, Hide 5 ranks, Tumble 3 ranks
    5th level – Balance 3 ranks, Disguise 3.5 ranks, Hide 5 ranks, Tumble 5 ranks

    Starting from level 1, Jump has 0 ranks but has a +41 modifier. At 5th level, it increases to +43 (+30 racial, +8 from 50' speed, +3 Str, +2 synergy with Tumble).

    At early levels he focuses on trying to hide and blend in but also on better navigating his surroundings and avoiding attack.

    1Tactics
    His primary tactic is to use Spring Attack to hit and avoid attack. He gets a +2 dodge bonus to AC from Expeditious Dodge whenever he moves at least 40 feet, and with the +4 dodge bonus from Mobility, he's not likely to be taking attacks. Spring Attack lets him avoid attack from a single target, and his high AC, high Dex, and a few ranks in Tumble let him hopefully avoid any other attacks he might take from movement.

    Spring Attack helps him out quite a bit in the city too, as he can move his full speed and attack, but, unlike a charge, it does not have to be in a straight line. This allows him to use alleys and other terrain to the best benefit, but most importantly, it lets him take full advantage of his +30 racial bonus to Jump checks. He can move, attack, then jump away to a balcony or the roof of a low building and completely avoid his enemies. Though not wonderful at it, a few ranks in Hide allows him to Jump to a location with cover, drop behind it, and Hide from sight, further protecting him.

    One day, the adolescent kreen spots a lone elf in the alley, obviously not paying attention to his surroundings. He had not had fresh meat in nearly two weeks, not long for a kreen, but his hunger was rising, and the intoxicating scent of fresh elf was not helping. He had been laying low lately, as he had earned somewhat of a notorious reputation in this vast city. This lone elf, however, was too good of an opportunity to miss.

    Darting in, the kreen slashes at it with a short blade he had "found," only to discover his feet were stuck fast to the ground! Struggle as he might, he could not break free.
    "Kal ke'kluk?! Ke kcha-tak!"
    "Calm yourself, little one. I'm not going to hurt you. In fact, I have your best interests at heart."
    Despite not believing him, the kreen becomes still, waiting for an opportunity to strike and free himself from whatever forces held him immobile.
    "They have placed a bounty on your head. Do you know what that means?"
    He gives one curt nod and clacks his mandibles in frustration.
    "No, I'm not here to collect. I'm here to save you, remove you from the city. I have a job for one of your talents. Come with me, work for me, and I'll teach you to go anywhere you desire, where none can follow you."

    Despite his better judgment and overwhelming desire to eat this particular elf, the kreen agrees.

    "Good. Tell me your name."
    "Ke n'uk. Ke'nk na'uk-noa."
    "Well, if you haven't yet earned a name then I won't insult you by giving you one. I'll call you Kreen."
    Kreen simply glares in response.

    The elf offers his hand to the kreen, who tentatively pokes at it. With a brilliant flash of light, the elf transports them to a heavily forested land. Over the next year, the elf and kreen travel together hunting bounties across the planes. The kreen hones his tracking skills and begins to learn the magics of teleportation, which he views simply as leaping in a different manner.

    One particular stop is of note, for on this stop, the kreen discovers an herb, recognition in his racial memory draws him to it.
    "Zik-thok... Ke la'zik-thok!"
    "You found 'zik-thok'? What is that?"
    "Si'thok kreen tsu-dasl! Ke tsu-dasl'gythka!"
    "Plants you use... what? I don't follow you. What about the gythka weapon? What is dasl?"
    "Tak n'cha'dul. Chak'sariis."

    Taking some of the herb, the kreen begins to chew it, injecting his natural poison into the herb and working it with his mandibles until it becomes a purple, frothy mess. This he spits into the sand and begins to work it into the shape of a three pronged blade. The blade of a gythka. The mixture hardens into crystal as he works, sharpening it into the tool of the thri-kreen. Stronger than steel, sharp as obsidian, hard as diamond. Dasl, the crystalline substance only thri-kreen can create, the substance of which all true kreen warriors forge their weaponry.

    "Ker dasl."
    "Amazing..."

    That night, while the elf endured his nightly trance, the kreen slit his throat and consumed him. A delicious meal well worth the wait.

    ECL 6-10
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    Class Levels
    At sixth level, the kreen takes a level of Planar Ranger, learning to track his quarry across the many planes the two travel.
    He then begins to take levels in Jaunter, learning quickly how to teleport around, and eventually evenn to leap between planes.
    Jaunter I felt was a natural extension to the thri-kreen, as it follows along with his high speed abilities and use of jumping and erratic movement. The additional speed bonus means he now has 60 feet of movement per turn.


    1Feats
    Ranger 1 – Track
    HD6 – Multiattack
    HD9 – Improved Multiweapon Fighting

    His feat focus shifts more towards fighting the best with what he has. His class levels give him the mobility he needs, so his feats focus elsewhere. He takes Multiattack to be able to use his claws and bit attack more effectively, and he takes Improved Multiweapon Fighting to get in more attacks when he gets pinned down and can make full attacks.
    1Skills
    6th level – Balance 3 ranks, Disguise 3.5 ranks, Gather Information 3 ranks, Hide 5 ranks, Knowledge (The Planes) 4 ranks, Tumble 5 ranks.
    7th level – Balance 3 ranks, Disguise 4 ranks, Gather Information 3.5 ranks, Hide 5 ranks, Knowledge (The Planes) 5 ranks, Survival 2 ranks, Tumble 5 ranks.
    8th level – Balance 3 ranks, Disguise 4.5 ranks, Gather Information 4 ranks, Hide 5 ranks, Knowledge (The Planes) 5 ranks, Survival 5 ranks, Tumble 5 ranks.
    9th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 4.5 ranks, Hide 5 ranks, Knowledge (The Planes) 5 ranks, Survival 8 ranks, Tumble 5 ranks.
    10th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 5 ranks, Hide 5 ranks, Knowledge (The Planes) 5 ranks, Survival 10 ranks, Tumble 7 ranks.

    At 8th level, the kreen's speed increases to 60 ft., increasing his Jump modifier to +47 (+30 racial, +12 from 60' speed, +3 Str, +2 synergy with Tumble).

    These levels show the character's slight shift in focus from movement and avoidance to skills more useful in tracking his targets. However, he is still focusing on avoiding attacks and trying (albeit poorly) to avoid detection.
    1Tactics
    His tactics do not change much across these levels as far as basic attacking goes. He still utilizes Spring Attack and full attacks when caught in melee with his enemies.

    Ranger doesn't change too much. He picks up Favored Enemy Humanoid (Elf), because they're just so darn tasty.

    However, he picks up a number of powerful abilities from Jaunter. Benign and baleful transposition give him much greater movement options on the battlefield as well as allowing him to switch places with allies and enemies, putting them in the most beneficial positions possible. He also picks up teleport and dimension door, granting him even more movement options. At 4th level, he finishes the prestige class and picks up its capstone abilities: Freedom of Movement and Plane Shift. Now, nothing can hold him, and he can "leap" anywhere he desires.

    The Second Course
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    At long last, the kreen finds his way home. Crossing the sands of his birth, his instincts return him to the very spot of his birth. Freshly laid eggs hidden under the sand tell him the pack is not far away. Using the skills learned through his planar travels, the kreen chases the tracks of his former pack. Cresting the final dune, three guards emerge from the sands, having lain in wait for this lone kreen.

    Gythkas whirl, and blood is spilled. One of the guards is thrown to the ground, and our kreen holds his gythka to its throat. Stepping back, he lifts his weapon above his head and clicks his mandibles in triumph, his pheromones permeating the air. Recognizing his scent as their own, the three warriors welcome him into the tribe.

    He is led before the Ik, the priest of their tribe. It is this priest who judges the rites of passage and bestows the names upon those kreen who have survived their ordeal. Here, however, was a kreen who was not raised as part of the pack, had no clutch of his own, and yet endured great trials only to return triumphant. The story of his life told, the priest blesses him and confers upon him a name. Ral'Tik-Deja'raluk, or Great Hunter of Distant Planes.

    That night, Ral'Tik-Deja'raluk and the other thri-kreen of age are led by the priest into the wastelands of the north on a pilgrimage. Arriving at the location, the supplicants gather in a half circle some distance from a strangely shaped mound of rock that Ral'Tik-Deja'raluk almost half recognizes. As the moon rises, the light strikes the great white marble head amidst the sandstone and granite of the valley. As one, the voice of the thri-kreen can be heard, "Chak'sa!" The racial memories of the Great One flooding through them is overwhelming. As each remembers the Great One who brought life to the world, they drop their heads to the ground and stretch out their antennae toward the massive image.

    As their inborn knowledge tells them the ceremony ends, they reverently leave the site and return to the Ik. Those who are chosen shall serve in memory of the Great One while the rest return to the pack. Ral'Tik-Deja'raluk is chosen.

    "Ral'Tik-Deja'raluk ats Da'tik-Dre'de."
    "Ke-da Ral'kej datik."
    "Tak se'a kaluk no'noa gythtik n'da-kreen dej'g qhari dre'de."
    "Ke chat'dul."
    "Tak zer'tik ak-g'kaluk de'no-na kcha-dea'dachu da'haazik. Kej dul thok'chak'sa. Dus-chak'sariis kej'chaka."
    Spoiler
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    " Ral'Tik-Deja'raluk, you are to become a Consecrated Harrier."
    "I am honored to serve the Great One."
    "You will leave the pack tomorrow to bring vengeance upon the thri-kreen who dishonor our ancestral ways, bringing them atonement through death."
    "I understand."
    "Your first target attacked our tribe some nights ago, slaying a revered elder of the priesthood. He headed north. Be alert, he is psionic."
    ECL 11-20
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    Class Levels
    At 11th level, he begins on the path of the Consecrated Harrier to serve his pack and tribe. He will excel in this role, because he is already uniquely adapted to it, able to track his quarry even across planes without outside help.

    He takes Consecrated Harrier through to the end, finishing off his second prestige class.

    1Feats
    HD12 – Multitasking
    HD15 – Bounding Assault
    HD18 – Travel Devotion

    His focus shifts entirely towards combat with the feats of his next few levels. These exact feats allow him to get the absolute most out of Spring Attack and make it insane. I'll explain more in the Tactics section below.

    Unfortunately, his BAB ends up 1 point too low to take Rapid Blitz. If LA Buy Off is allowed, take a full BAB class and TAKE RAPID BLITZ. This is not an option.
    Since I am not using LA Buy Off in this build, I gave him Travel Devotion to allow him to have even more movement options, and it also fit the movement and travel theme I have going for him.
    1Skills
    11th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 5 ranks, Hide 5 ranks, Knowledge (The Planes) 5 ranks, Survival 11 ranks, Tumble 10 ranks.
    12th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 5 ranks, Hide 5 ranks, Knowledge (The Planes) 5 ranks, Survival 12 ranks, Tumble 13 ranks.
    13th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 5 ranks, Hide 5 ranks, Knowledge (local) 1 rank, Knowledge (The Planes) 5 ranks, Survival 14 ranks, Tumble 13 ranks.
    14th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 5 ranks, Hide 5 ranks, Knowledge (local) 2 ranks, Knowledge (The Planes) 5 ranks, Survival 16 ranks, Tumble 13 ranks.
    15th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 5 ranks, Hide 5 ranks, Knowledge (local) 5 ranks, Knowledge (The Planes) 5 ranks, Survival 17 ranks, Tumble 13 ranks.
    16th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 7 ranks, Hide 5 ranks, Knowledge (local) 6 ranks, Knowledge (The Planes) 5 ranks, Survival 18 ranks, Tumble 13 ranks.
    17th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 9 ranks, Hide 5 ranks, Knowledge (local) 7 ranks, Knowledge (The Planes) 5 ranks, Survival 19 ranks, Tumble 13 ranks.
    18th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 11 ranks, Hide 5 ranks, Knowledge (local) 8 ranks, Knowledge (The Planes) 5 ranks, Survival 20 ranks, Tumble 13 ranks.
    19th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 15 ranks, Hide 5 ranks, Knowledge (local) 9 ranks, Knowledge (The Planes) 5 ranks, Survival 20 ranks, Tumble 13 ranks.
    20th level – Balance 3 ranks, Disguise 5 ranks, Gather Information 19 ranks, Hide 5 ranks, Knowledge (local) 10 ranks, Knowledge (The Planes) 5 ranks, Survival 20 ranks, Tumble 13 ranks.

    Over the next ten levels, Ral'Tik-Deja'raluk's skill focus changes over entirely to tracking and gathering information about his targets. He gains enough ranks to become adept at it while maintaining enough ranks in Tumble to guarantee avoiding at least one Attack of Opportunity each time he moves.

    The Consecrated Harrier's bonus to Survival (and other skills) make Ral'Tik-Deja'raluk even more adept at what he does.
    1Tactics
    13th level is where Ral'Tik-Deja'raluk finally breaks the game. He picks up Multitasking. Having four arms, Multitasking allows him to do a different partial action with each set of arms anytime he can normally only do one action. The example the feat gives is as follows: if he uses a Standard Action to attack with one pair of arms, he can use the second pair of arms to cast a spell, activate a magic item, etc.

    Pair this with Spring Attack. Spring attack allows you to move, attack as an "attack action," then finish your movement. As a partial action, the attack action allowed by Spring Attack allows Ral'Tik-Deja'raluk to use his second set of arms to do another action. This allows him to make a second attack, cast a spell, activate a magic item that takes a standard action, or use any of his spell-like abilities such as dispel magic, crushing despair, false vision, or one of the transpositions.

    Now, before you follow the standard complaint against Spring Attack and say "attack action" is never defined, it actually is. An attack action is a subset of Standard Action.

    Add in Bounding Assault, and Ral'Tik-Deja'raluk can Spring Attack a second target, allowing him to use Multitasking a second time in the same round! Rapid Blitz would allow a third use, but, as mentioned earlier, the build is 1 BAB short of acquiring it.


    This feat combination allows Ral'Tik-Deja'raluk to make the absolute most of his abilities while constantly staying out of harm's way. A personal favorite tactic of mine is to use Spring Attack to attack a target and cast hold person on it, bounding away. The target is then stuck there, allowing me to Spring Attack back and forth on it with it unable to do anything against me.

    With implacable hunt, Ral'Tik-Deja'raluk knows where his prey has gone and has the speed and mobility to chase it down before it can escape.

    The capstone of Consecrated Harrier, faultless hunt, is perfect for Ral'Tik-Deja'raluk, as he can leap across planar boundaries to track his quarry without needing to rely on another spellcaster.


    Side Items
    Spoiler
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    The only necessary item is a +2 Wis item so that he can use all of his spells. Without it, he's still rather powerful.

    I also highly recommend a good Gythka, the racial weapon of the thri-kreen. You're just not a kreen without one!

    A +Dex item would be useful, as it gives you more uses of Travel power with Jaunter, more AC, and better initiative.

    You have 18 AC/15 Touch without armor, but some good light armor would obviously be useful. Just don't go with anything that would cut your speed or render your class abilities dependent on light armor useless.

    Average hit points will be in the 90s, which isn't terrible considering the build is built around not getting hit. However, a Con boosting item would not be amiss.

    Any magic items, wands, thrown weapons, or other things you can use with a standard action should not be overlooked. You're going to have plenty of chances to use them with this build.


    Chef's Notes
    Spoiler
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    I know I don't spend much time talking about Consecrated Harrier in this write up, but I don't feel as if it needs much more information. I covered all of its major abilities. I spent the majority of my technical write up on the supporting build, which is built entirely around supporting the Consecrated Harrier once he gets there. I tried to figure out the optimum build for travel and tracking as well as a way to obtain extra actions so the Consecrated Harrier can do his job to the best of his ability. With the extra actions and extreme mobility, Ral'Tik-Deja'raluk has all the options he needs to use every ability from Consecrated Harrier and its spells as well while still being able to attack in combat and move to full effect.

    I also like that I manage to take two different prestige classes all the way through to their completion. Jaunter is only four levels long, and its plane shift capstone fits perfectly with Consecrated Harrier's capstone, allowing Ral'Tik-Deja'raluk to track across planes and then follow. That's the coolest part to me.

    Thri-kreen was selected before I even considered doing anything else. It's, quite simply, my favorite race and has been for many years. If anyone is familiar with 2nd edition, they'll notice a number of references to the amazing fluff the thri-kreen received back then. I did include one location from that setting, but I tried diligently to create everything from scratch and tell the story as much from the point of view of the character as possibly without actually making it a first person monologue.

    In closing, I just want to say that I really hope you enjoyed reading my submission.


    Ingredients
    Spoiler
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    Thri-kreen (Shining South, p 73 or Monster Manual II, p 195)
    Hit-and-Run Tactics Fighter (Drow of the Underdark, p 58)
    Planar Ranger (Unearthed Arcana, p 55)
    Jaunter PrC (Expedition to the Demonweb Pits, p 172)
    Consecrated Harrier (Complete Divine, p 28)

    Defect Arrows, Mobility, Spring Attack, Track (Players' Handbook)
    Expeditious Dodge (Races of the Wild, p 150)
    Multiattack, Multiweapon Fighting (Monster Manual, p 304)
    Improved Multiweapon Fighting (Savage Species, p 36)
    Multitasking (Savage Species, p 37)
    Bounding Assault (Player's Handbook 2, p 75)
    Travel Devotion (Complete Champion, p 62)

    Kreen Language (Derived from second edition sources and developed by me)
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  5. - Top - End - #185
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    A sickly light, seeking.
    Quote Originally Posted by Cassius Humatiel
    Cassius Humatiel, the Sickly Hunter- LN Lumi Psychic Warrior 3/Slayer 4/Binder 1/Consecrated Harrier 10

    The Light of Truth
    Spoiler
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    "My son, have I told you of the light that all men fear? Take a seat, for this tale may be a long time in the telling...

    There is a place, the sages say, that glows with the pure Light of Truth. This place, they say, is populated by beings made entirely of that same Light. They speak the truth, enforce the Law, and seek to right all wrongs created by those who lie and cheat and steal. Though their numbers are few, their skill is matched only by their dedication to absolute truth.

    Most mortals tell lies. Little white lies, that make life easier. Sometimes it is simpler to hide the details and skip right to the point. This type of lie escapes the notice of the Light, but not for lack of trying on their part. They simply lack the manpower to track down every lie that has ever been told.

    Some mortals, however, tell grand lies. Huge in scale, and massive in implication. These lies shape the world in many way, for good and for ill. Some lies can create or destroy nations. Those who tell these lies must be ever vigilant, for though the Light of Truth is pure, it has a sickly yellow brother..."

    "The Harriers?"

    "Yes, my son. The Harriers. A greenish-yellow light, speckled in brown. A once-pure soul now tainted and forever barred from returning to the Citadel. These outcasts work tirelessly on behalf of the Light of Truth to hunt down those who tell those massive lies. Their arrows shall find the liars out.

    The Lumi, the eponymous beings of light, are fervent in their hatred of lies, distortion, and obfuscation. So much that a small number of them become the Harriers, a group who intentionally taint their own Light by accessing forgotten and forbidden magics: Binding. A sickly old woman, long since passed from mortal memory, gives them their diseased appearance in exchange for power.

    The power to hunt down those responsible for the lies that offend the Light."


    The Build
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Outsider Hit Die 1|
    +1
    |
    +2
    |
    +2
    |
    +2
    |Disguise 4, Gather Information 4, Knowledge: Local, Concentration 4, Listen 4, Search 4, Spot 4, Sense Motive 4, Knowledge: Dungeoneering 2, Psicraft 2|Improved Initiative, City Slicker|Body of Light, Clear Vision, Floating Head, Spell-like Abilities, Outsider traits

    2nd|Outsider Hit Die 2|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 5, Listen 5, Search 5, Spot 5, Sense Motive 5, Knowledge: Dungeoneering 4, Psicraft 4|-|-

    3rd|Psychic Warrior 1|
    +2
    |
    +5
    |
    +3
    |
    +3
    |Autohypnosis 1, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 6, Listen 5, Search 6, Spot 5, Sense Motive 5, Knowledge: Dungeoneering 4, Psicraft 4|Zen Archery, Point Blank Shot|-

    4th|Psychic Warrior 2|
    +3
    |
    +6
    |
    +3
    |
    +3
    |Autohypnosis 2, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 7, Listen 5, Search 7, Spot 5, Sense Motive 5, Knowledge: Dungeoneering 4, Psicraft 4|Practiced Manifester|-

    5th|Psychic Warrior 3|
    +4
    |
    +6
    |
    +4
    |
    +4
    |Autohypnosis 3, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 8, Listen 5, Search 8, Spot 5, Sense Motive 5, Knowledge: Dungeoneering 4, Psicraft 4|-|-

    6th|Slayer 1|
    +5
    |
    +6
    |
    +4
    |
    +6
    |Autohypnosis 3, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 9, Listen 6, Search 8, Spot 6, Sense Motive 6, Knowledge: Dungeoneering 5, Psicraft 4|Track|Favored Enemy +2, Enemy Sense

    7th|Slayer 2|
    +6/+1
    |
    +6
    |
    +4
    |
    +7
    |Autohypnosis 3, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 10, Listen 7, Search 8, Spot 7, Sense Motive 7, Knowledge: Dungeoneering 6, Psicraft 4|-|Brain Nausea

    8th|Consecrated Harrier 1|
    +7/+2
    |
    +6
    |
    +4
    |
    +9
    |Autohypnosis 3, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 10, Listen 8, Search 9, Spot 8, Sense Motive 7, Knowledge: Dungeoneering 6, Psicraft 4|-|Blessing of Scripture +2, detect chaos

    9th|Binder 1|
    +7/+2
    |
    +8
    |
    +4
    |
    +11
    |Autohypnosis 3, Disguise 5, Gather Information 6, Knowledge: Local 5, Concentration 11, Listen 8, Search 9, Spot 8, Sense Motive 8, Knowledge: Dungeoneering 6, Psicraft 4|Psionic Meditation|Soul Binding

    10th|Slayer 3|
    +8/+3
    |
    +9
    |
    +5
    |
    +11
    |Autohypnosis 3, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 12, Listen 9, Search 9, Spot 9, Sense Motive 9, Knowledge: Dungeoneering 7, Psicraft 4|-|Lucid Buffer

    11th|Consecrated Harrier 2|
    +9/+4
    |
    +9
    |
    +5
    |
    +12
    |Autohypnosis 3, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 12, Listen 10, Search 10, Spot 10, Sense Motive 9, Knowledge: Dungeoneering 7, Psicraft 4|-|Sanctified Sight

    12th|Slayer 4|
    +10/+5
    |
    +9
    |
    +5
    |
    +13
    |Autohypnosis 3, Disguise 5, Gather Information 5, Knowledge: Local 5, Concentration 13, Listen 11, Search 10, Spot 11, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|Rapid Shot|Favored Enemy +4

    13th|Consecrated Harrier 3|
    +11/+6/+1
    |
    +10
    |
    +6
    |
    +13
    |Autohypnosis 3, Disguise 5, Gather Information 6, Knowledge: Local 5, Concentration 13, Listen 12, Search 10, Spot 12, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|-|Dispel magic

    14th|Consecrated Harrier 4|
    +12/+7/+2
    |
    +10
    |
    +6
    |
    +14
    |Autohypnosis 3, Disguise 5, Gather Information 7, Knowledge: Local 5, Concentration 13, Listen 13, Search 10, Spot 13, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|-|Crushing despair

    15th|Consecrated Harrier 5|
    +13/+8/+3
    |
    +10
    |
    +6
    |
    +14
    |Autohypnosis 3, Disguise 5, Gather Information 8, Knowledge: Local 5, Concentration 13, Listen 14, Search 10, Spot 14, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|Woodland Archer|Blessing of Scripture +4

    16th|Consecrated Harrier 6|
    +14/+9/+4
    |
    +11
    |
    +7
    |
    +15
    |Autohypnosis 3, Disguise 5, Gather Information 9, Knowledge: Local 5, Concentration 13, Listen 15, Search 10, Spot 15, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|-|False Vision

    17th|Consecrated Harrier 7|
    +15/+10/+5
    |
    +11
    |
    +7
    |
    +15
    |Autohypnosis 3, Disguise 5, Gather Information 10, Knowledge: Local 5, Concentration 13, Listen 16, Search 10, Spot 16, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|-|-

    18th|Consecrated Harrier 8|
    +16/+11/+6/+1
    |
    +11
    |
    +7
    |
    +16
    |Autohypnosis 3, Disguise 5, Gather Information 11, Knowledge: Local 5, Concentration 13, Listen 17, Search 10, Spot 17, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|Improved Precise Shot|Implacable Hunt

    19th|Consecrated Harrier 9|
    +17/+12/+7/+2
    |
    +12
    |
    +8
    |
    +16
    |Autohypnosis 3, Disguise 5, Gather Information 12, Knowledge: Local 5, Concentration 13, Listen 18, Search 10, Spot 18, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|-|-

    20th|Consecrated Harrier 10|
    +18/+13/+8/+3
    |
    +12
    |
    +8
    |
    +17
    |Autohypnosis 3, Disguise 5, Gather Information 13, Knowledge: Local 5, Concentration 13, Listen 19, Search 10, Spot 19, Sense Motive 10, Knowledge: Dungeoneering 8, Psicraft 4|-|Blessing of Scripture +6, faultless hunt[/table]


    Spells per day
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    {table=head]Level|1st|2nd|3rd|4th

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|-|-|-|-

    7th|-|-|-|-

    8th|0|-|-|-

    9th|0|-|-|-

    10th|0|-|-|-

    11th|1|-|-|-

    12th|1|-|-|-

    13th|1|0|-|-

    14th|1|1|-|-

    15th|1|1|0|-

    16th|1|1|1|-

    17th|2|1|1|0

    18th|2|1|1|1

    19th|2|2|1|1

    20th|2|2|2|1[/table]


    Psionics
    Spoiler
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    {table=head]Level|Power Points|Bonus Power Points|Powers Known

    1st|-|-|-

    2nd|-|-|-

    3rd|0|9|Expansion

    4th|1|12|Vigor

    5th|3|15|Defensive Precognition

    6th|5|18|Perfect Archery

    7th|7|21|Hustle

    8th|7|28|-

    9th|7|31|-

    10th|11|35|Dissolving Weapon

    11th|11|38|-

    12th|15|38|Dimension Slide

    13th|15|38|-

    14th|15|38|-

    15th|15|38|-

    16th|15|44|-

    17th|15|44|-

    18th|15|44|-

    19th|15|44|-

    20th|15|44|-[/table]
    Note: The table assumes ability scores unmodified by equipment. If gear is included, adjust the table accordingly.


    Level-by-level Breakdown
    Spoiler
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    Note: This build assumes LA buyoff is allowed. If not, you lose your last two levels of Consecrated Harrier, which is a bit of a drag, but you still end up with 16 BAB.

    Level 1-5: You've got 2 levels of Lumi HD, and honestly, you could do worse for a non-class HD. 8+int mod skills, d8 HD, all good saves, and good BAB, and a laundry list of SLA's and immunities, not to mention Outsider traits? I'm sold. Tack on 3 levels of Psychic Warrior, and you're solid. Your hit points won't be spectacular, apart from your good Constitution score, but with access to Vigor, who cares?

    Level 6-10: Here's where we start getting meaty. 3 levels of Slayer, plus 1 level of Binder (for Leraje) and your first Consecrated Harrier level. We grab Psionic Meditation so we can manifest Hustle for free when we like, and binding Leraje gives us a neat ability that's still not too irrelevant to not use occasionally. After 9th level, we never lose a point of BAB again.

    Level 11-15: This is where the sweet spot is. I place it at level 13, because that's the earliest level that we have access to +11 BAB and rapid shot, leading to some real pain being laid down in the form of arrows. Also, we've just barely finished our psionic progression, so our powers are all still relevant. We've got access to a limited Dispel ability, which, at this point, will still get a little bit of use.

    Level 15-20: At level 20, this build counts among its major tools the following: Limited Binding, 3rd-level Psionic Powers, 4th-level spells from the Ranger list, +18 BAB, and Outsider traits. I place the final result somewhere in the Tier 3 neighborhood, depending on what splatbooks you've got available to you. The more Ranger spells you have access to, the better off you are.


    Use of the Secret Ingredient
    Spoiler
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    As Secret Ingredients go, this one isn't as terrible as some. It's a little unfocused and it certainly has some glaring errors in design, but it's a full-BAB, good Will save class with 4+int mod skills, d10 HD, and Ranger spells.

    The Ranger spell list is a very solid list. With everything from Arrow Storm to Guided Shot, and if you're playing an archer, you NEED some of these spells. Playing a Divine/Psionic archer gish means you get access to the best spells and powers for archery that the game has to offer. Being as Wis-SAD (go Zen Archery!) as you can means your dispel magic ability will see maximum use, not to mention the other SLAs offered. The Lumi race meshes nicely with the Sanctified Sight ability, given that illusion magic is punishable by death in Lumi society. Consecrated Harrier and Slayer mix nicely, with Favored Enemy further boosting your perception skills against those you choose to hunt.


    Gear
    Spoiler
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    Probably one of the most gear-dependant concepts in the game, archery lives or dies by its gear. There are numerous guides out there in the wild interwebs detailing what kind of stuff you need just to stay relevant, let alone be good at your job. Luckily, this build circumvents a good deal of that with an expanded Ranger spell list and 3rd level Psionic powers (one of which is Dissolving Weapon: cast it on your arrows, go to sleep, and it sticks around til you use it).

    Still, a Splitting bow is damn near indispensable. Explosive, Knockback, Phasing, Force, Holy, Unholy, Exit Wounds, Dispelling, Magebane, Bane, Corrosive, Seeking, Precise, or Distance would also serve you well.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  6. - Top - End - #186
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    He hunts the deep places of the world.
    Quote Originally Posted by Thorik Stonetooth
    Thorik Stonetooth, Harrier of Dumathoin


    LN male shield dwarf, Golden Hands rogue4/Crusader2/Consecrated Harrier10/Deepstone Sentinel4

    Thorik settled into his dark corner of the tavern, the shadows all but obscuring his features. He reflexively checked his disguise; the modifications to his features held firm. He knew he almost needn’t have bothered: to these humans his kind, the so-called “stout folk”, all looked the same. Still, it never hurt to be careful – someone might recognise his clan braids. His eyes lingered on a human sitting at the bar, shifty-eyed and full of nervous energy. This was his target. This was the agent of the hated duergar; even if the human didn’t realise it, *he* did. He took a sip from the tankard on the table in front of him, and immediately wished he hadn’t. If he didn’t know better, he’d think the publican gave him a pint of moose urine. He felt a momentary stab of impatience to be back home, but the job took precedence. After all, the Golden Hands rarely gave faulty information.
    His quarry stood up from his stool at the bar and walked quickly out of the door, glancing furtively around him. Thorik gave him a few seconds’ head start, then dropped a few coins beside the undrinkable swill and left the establishment. He saw the human scurrying towards a darkened alley. How appropriate, he thought, vermin always head for dark and dank places. He lengthened his stride, and felt the power of the ancient earth and stone swell under his skin. He turned the corner and saw his target waiting for him, knife in hand. Good. “Adrin son of Tor!” he called out. “I am Thorik son of Falloch, divinely appointed agent of the Church of Dumathoin. You stole something very precious to my patrons.” His voice turned to granite. “You *will* return it.”

    Build
    Spoiler
    Show

    Ability Scores, 32 point buy
    {table=head]Ability|Base|Racial|Levels|Total|Mod

    Strength|16|0|4|20|+5|

    Dexterity|15|0|1|16|+3|

    Constitution|14|+2|0|16|+3|

    Intelligence|10|0|0|10|+0|

    Wisdom|14|0|0|14|+2|

    Charisma|8|-2|0|6|-2|[/table]

    {table=head]Level|Class|BAB|Fort|Ref|Will|Skills|Feats|Class Features

    1st|Golden Hands rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Balance +4, Disguise +4, Gather Information +4, Listen +4, Search +4, Sense Motive +4, Spot +4, Survival +4|Combat Reflexes|Trapfinding, sneak attack +1d6

    2nd|Golden Hands rogue 2|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Balance +5, Disguise +5, Gather Information +5, Listen +5, Search +5, Sense Motive +5, Spot +5, Survival +5|-|Evasion, favoured enemy: duergar

    3rd|Golden Hands rogue 3|
    +2
    |
    +1
    |
    +2
    |
    +1
    |Balance +6, Disguise +6, Gather Information +6, Listen +6, Search +6, Sense Motive +6, Spot +6, Survival +6|Track, Weapon Focus: greatclub|Sneak attack +2d6

    4th|Golden Hands rogue 4|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Balance +7, Disguise +7, Gather Information +7, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Uncanny dodge

    5th|Crusader 1|
    +4
    |
    +3
    |
    +3
    |
    +1
    |Balance +8, Disguise +7, Gather Information +7, Intimidate +2, Knowledge (religion) +1, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Steely resolve 5, furious counterstrike

    6th|Crusader 2|
    +5
    |
    +4
    |
    +3
    |
    +1
    |Balance +9, Disguise +7, Gather Information +7, Intimidate +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Speak language (Undercommon), Spot +7, Survival +7|Stone Power|Indomitable spirit

    7th|Consecrated Harrier 1|
    +6
    |
    +4
    |
    +3
    |
    +3
    |Balance +9, Disguise +8, Gather Information +8, Intimidate +2, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Blessing of scripture +2, detect chaos

    8th|Consecrated Harrier 2|
    +7
    |
    +4
    |
    +3
    |
    +4
    |Balance +10 (CC), Disguise +9, Gather Information +9, Intimidate +2, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Sanctified sight

    9th|Consecrated Harrier 3|
    +8
    |
    +5
    |
    +4
    |
    +4
    |Balance +10, Disguise +10, Gather Information +10, Intimidate +4, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|Cleave|Dispel magic

    10th|Consecrated Harrier 4|
    +9
    |
    +5
    |
    +4
    |
    +5
    |Balance +11 (CC), Disguise +11, Gather Information +11, Intimidate +4, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Crushing despair

    11th|Consecrated Harrier 5|
    +10
    |
    +5
    |
    +4
    |
    +5
    |Balance +11, Disguise +12, Gather Information +12, Intimidate +6, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Blessing of scripture +4

    12th|Consecrated Harrier 6|
    +11
    |
    +6
    |
    +5
    |
    +6
    |Balance +12 (CC), Disguise +13, Gather Information +13, Intimidate +6, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|Improved Bull Rush|False vision

    13th|Consecrated Harrier 7|
    +12
    |
    +6
    |
    +5
    |
    +6
    |Balance +12, Disguise +14, Gather Information +14, Intimidate +8, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|-

    14th|Consecrated Harrier 8|
    +13
    |
    +6
    |
    +5
    |
    +7
    |Balance +13 (CC), Disguise +15, Gather Information +15, Intimidate +8, Knowledge (local) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Implacable hunt

    15th|Deepstone Sentinel 1|
    +13
    |
    +8
    |
    +5
    |
    +7
    |Balance +13, Disguise +15, Gather Information +15, Intimidate +8, Knowledge (local) +2, Knowledge (dungeoneering) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|Three Mountains|Mountain fortress stance, passwall

    16th|Consecrated Harrier 9|
    +14
    |
    +9
    |
    +6
    |
    +7
    |Balance +13, Disguise +16, Gather Information +16, Intimidate +10, Knowledge (local) +2, Knowledge (dungeoneering) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|-

    17th|Consecrated Harrier 10|
    +15
    |
    +9
    |
    +6
    |
    +8
    |Balance +13, Disguise +17, Gather Information +17, Intimidate +10, Knowledge (local) +2, Knowledge (dungeoneering) +2, Knowledge (religion) +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7|-|Faultless hunt

    18th|Deepstone Sentinel 2|
    +16
    |
    +10
    |
    +6
    |
    +8
    |Balance +13, Disguise +17, Gather Information +17, Intimidate +10, Knowledge (local) +2, Knowledge (dungeoneering) +2, Knowledge (religion) +2, Listen +8, Search +7, Sense Motive +7, Spot +8, Survival +7|Robilar's Gambit|Crashing mountain juggernaut

    19th|Deepstone Sentinel 3|
    +17
    |
    +10
    |
    +7
    |
    +9
    |Balance +13, Disguise +17, Gather Information +17, Intimidate +10, Knowledge (local) +2, Knowledge (dungeoneering) +2, Knowledge (religion) +2, Listen +9, Search +7, Sense Motive +7, Spot +9, Survival +7|-|Indomitable redoubt

    20th|Deepstone Sentinel 4|
    +18
    |
    +11
    |
    +7
    |
    +9
    |Balance +13, Disguise +17, Gather Information +17, Intimidate +10, Knowledge (local) +2, Knowledge (dungeoneering) +2, Knowledge (religion) +2, Listen +10, Search +7, Sense Motive +7, Spot +10, Survival +7|-|Stone curse, dragon's tooth[/table]

    Spells per day
    {table=head]Level|1st|2nd|3rd|4th

    1st|-|-|-|-|

    2nd|-|-|-|-|

    3rd|-|-|-|-|

    4th|-|-|-|-|

    5th|-|-|-|-|

    6th|-|-|-|-|

    7th|0|-|-|-|

    8th|1|-|-|-|

    9th|1|0|-|-|

    10th|1|1|-|-|

    11th|1|1|0|-|

    12th|1|1|1|-|

    13th|2|1|1|0|

    14th|2|1|1|1|

    15th|2|1|1|1|

    16th|2|2|1|1|

    17th|2|2|2|1|

    18th|2|2|2|1|

    19th|2|2|2|1|

    20th|2|2|2|1|[/table]
    *Bonus spells from high Wisdom not included.

    Suggested useful spells:
    Spoiler
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    1: Disguise self, crabwalk, detect favoured enemy, rhino’s rush, surefooted stride
    2: Briar web, detect thoughts, lion’s charge, tremorsense

    3: Blade storm, find the gap, see invisibility
    4: Foebane, dismissal


    Manoeuvres known:
    Spoiler
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    1: Crusader’s strike, charging minotaur, stone bones (acquired at level 6, effective initiate level 4)
    2: Mountain hammer, stone vice (acquired at level 6, effective initiate level 4)
    5: Elder mountain hammer (acquired at level 15, effective initiate level 9)
    6: Irresistible mountain strike (acquired at level 19, effective initiate level 12)



    Stances known:
    Spoiler
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    1: Stonefoot stance (acquired at level 6, effective initiate level 4)
    3: Thicket of blades (acquired at level 7, effective initiate level 5)




    Level 1

    Thorik stared up at the sculpture outside the academy. Two gilded dwarven hands rose up from the cavern floor to more than twice his height. Evidently the Golden Hands were more than a figure of speech. His father had told him that the clan owed many a debt of gratitude to the Hands for safe trade to the surrounding communities, both topside and subterranean. He had come here to be trained by and accepted into the Golden Hands, for the good of the clan, to ensure safe trade and swift retribution to any who dared disrupt said trade. He would do his father and the clan proud. He gave a shrug and squared his shoulders. He took a step towards the doors.

    Spoiler
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    Shield dwarf is the Forgotten Realms’ version of a PHB dwarf. Useful traits are stability, which will work nicely with Stone Dragon manoeuvres and Deepstone Sentinel abilities, and a +2 on all saves versus spells and SLAs, which will stack with the Consecrated Harrier’s Sanctified Sight. Golden Hands rogue is a dwarf rogue substitution class with three important additions: Track as an extra feat at level 3, Survival as a class skill, and favoured enemy at level 2 (at the cost of that level’s Reflex bonus, which is factored into the build table). This rogue is built not as a trap disarmer, but with high search, listen and spot skills he will at least be able to find traps and see trouble coming. High Strength and Constitution and Combat Reflexes should allow him to be a decent front liner.


    Level 5

    Faith, thought Thorik, faith is a strange thing. Take him, for instance. His years with the Golden Hands taught him to hunt, to track, taught him alertness and taught him deception. He went out with merchant barges ad caravans, hunted the hated duergar on their own terms, deep under the ground, deeper even than his clan’s own mines. The clerics of Dumathoin the Earthfather, on the other hand, taught him of strength from within. The power of the stones all around him, roots of the mountain reaching all the way into his soul. He could use that power; use it to protect his kin, his companions. All because of faith.

    Spoiler
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    The character is now more resilient with the addition of evasion, uncanny dodge, steely resolve and Stone Power (level 6 feat). Another dice of sneak attack is added (SA can be used for the moment; the Harrier’s code of conduct is not yet in effect). Crusader also adds a few manoeuvres, mostly from Stone Dragon. Mountain hammer is useful (effective initiate level is 3, so level 2 manoeuvres are available) as is crusader’s strike. Stone vice could have situational use, as could Stonefoot stance.


    Level 10

    Thorik looked down at his hands. They were coloured dark grey, the colour of ash. His head was shaved completely bald, and his beard was bleached of almost all its colour. He hoped his disguise held, or otherwise he would be in deep trouble. He walked further down the tunnel; up ahead a figure was ambling towards him. The duergar passed him, gave him a nod and didn’t pay him any more attention. Thorik breathed again. Sneaking into a full duergar encampment like this was the most dangerous mission he’d ever undertaken, but he’d volunteered for it without a second thought. According to the Earth Dreamers of Dumathoin, the geode was here somewhere, and he *would* retrieve it. Letting something so powerful fall into enemy hands, especially those of the hated duergar, was unthinkable. He was on a mission from the Earthfather, and he would not fail.

    Spoiler
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    Another level of Crusader allows us to pick up Thicket of blades, a very useful stance. Indomitable spirit is useless with the character’s low Charisma, but is not a huge loss. Consecrated Harrier is entered at level 7. From here on, sneak attack is not used. Detect chaos could see some situational use. Blessing of scripture should stack with the Golden Hands rogue’s favoured enemy, if the chosen organisation is the same. Sanctified sight stacks with a dwarf’s bonus to all spells and SLAs. Dispel magic is very useful, but needs a CL boost to be relevant. Crushing despair is useful to lower saves against other effects, such as the stone vice manoeuvre and other effects later in the build. Spells at this point is restricted to levels 1 and 2. Useful spells would be crabwalk and rhino’s rush in conjunction with charging minotaur, detect favoured enemy (the DM could be asked to allow it to affect blessing of the scripture enemies as well), briar web for some battlefield control, and detect thoughts is also always useful.



    Level 15

    The war with the grey ones had flared up suddenly. Who knew the relics of Dumathoin held the same kind of significance to the duergar as to the clan? Thorik wondered. The clan had recruited every able-bodied warrior for the fight, but Thorik held a special position, sentinel against the coming onslaught, first line of defence. He had accepted gladly. So now, here he stood, in the tunnel entrance to the Underdark. He flexed his power, and felt the earth deep beneath him rumble and move. Today, not a single hated duergar would slip past him.

    Spoiler
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    Four more levels of Consecrated Harrier opens up false vision, again a situational spell. Implacable hunt is useful, but one does not usually intend one’s enemies to escape in the first place. It could see some campaign-related use, however. Blessing of scripture improves, which is useful for the damage bonus if nothing else. It will also help keep tracking via Survival useful. Spellwise, see invisibility helps stop a big gap in this character’s capabilities. Blade storm and find the gap might be useful in combat situations. Foebane could be very useful if the DM agrees that Blessing of the scripture is equivalent to favoured enemy. Stitching to Deepstone Sentinel for a level allows another manoeuvre to be picked up (effective initiate level 9); Elder mountain hammer will keep damage relevant and can overcome DR. Passwall will also be quite useful in conjunction with Harrier abilities like implacable hunt, detect thoughts, in the tracking of enemies and such. Mountain fortress stance will be useful for battlefield control, as not many monsters make use of the Balance skill. The feat chain for Three Mountains is finally completed, so that any creature hit twice in the same round will have to make a fortitude save or be staggered. This includes hits from manoeuvres and attacks of opportunity.


    Level 20

    The war was lost, the relics gone. The clan was devastated. The relics had to be returned at any cost. Thorik squared his shoulders and hefted his great club. Today, the most important hunt of his life was beginning.

    Spoiler
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    Consecrated harrier is now completed. Blessing of the scripture increases again, and implacable hunt improves to faultless hunt, useful only if the campaign progresses to planar travel. Robilar’s Gambit allows more battlefield control in conjunction with Thicket of blades (or potentially Mountain fortress stance) and potential Three Mountain triggers. At level 19 (effective initiate level 12) the character can pick up the Irresistible mountain strike manoeuvre, again useful for denying actions. Crashing mountain juggernaut triggers more Blanace checks for enemies to fall prone, and allows a charge with extra damage, which could be augmented with the spells rhino’s rush or lion’s charge. Indomitable redoubt allows Stonefoot stance to be used in conjunction with Mountain fortress stance, which admittedly at this point is not all that useful. Stone curse offers more battlefield control, forcing a will check to keep from being rooted in place. Dragon’s tooth is interesting in that it can be used to knock enemies prone, but can also sculpt the battlefield to your liking.


    Notes:
    Spoiler
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    This character has one big weakness: flying foes are immune to many of his tactics. A magic item might negate some of this disadvantage, but many of his Stone Dragon strikes will be useless. Brute force is the best option here.
    Against grounded foes, however, he has more options. He has more than one tactic, which makes him slightly more versatile. Charges are an option, with spells like lion’s charge and the crashing mountain juggernaut ability, but will negate some of his other tactics. His main other tactic is battlefield control; thanks to the Combat Reflexes – Robilar’s Gambit – Thicket of blades – Three Mountains combo, any creature in his reach is likely to be hit twice in one round, forcing a save against staggering. Manoeuvres such as irresistible mountain strike and stone vice and Deepstone Sentinel abilities such as stone curse add to this. These abilities also trigger on all three saves; Fortitude, Reflex (Dragon’s tooth) and Will (Stone curse) and are all keyed to Strength. Crushing despair will help lower the chances of saving. Harrier spells and blessing of scripture will also help in combat. Sanctified sight is mostly defensive, as are the various rogue abilities.


    Useful equipment:
    Spoiler
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    Strength is this character’s most important attribute. A belt of strength +6 will not go amiss. Wisdom is useful for increasing Harrier SLA’s and spells per day, so a periapt of wisdom +6 is also useful. Rogue abilities only work in light armour, so an enchanted mithral breastplate, possibly with fortification, is necessary, as well as a ring of protection. For a weapon, a greatclub with the impact, collision and knockback (at low levels) enchantments would be good. This character also needs some means of flight, such as winged boots. A circlet of persuasion would offset the penalties to Charisma-related skills.


    Resources:
    Spoiler
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    Champions of Valour web enhancement: Golden Hands rogue substitution levels
    Tome of Battle: Crusader class, Deepstone Sentinel PrC, various manoeuvres, Stone Power feat
    Complete Warrior: Three Mountains feat
    Player’s Handbook II: Robilar’s Gambit feat
    Spell Compendium: various suggested spells
    Magic Item Compendium: useful equipment
    Forgotten Realms Campaign Setting: background information
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  7. - Top - End - #187
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    He's a big name in Jermlaines
    Quote Originally Posted by Griblax Tookersnout


    General Info
    Spoiler
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    Name: Griblax Tookersnout
    Race: Jermlaine
    Type: Fey
    God: Nerull
    Align: LE
    Size: Tiny
    Age: 23
    Eyes: Beady, Little.
    Hair: Bald


    Statistics and Racial Errata
    Spoiler
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    Final Stats
    Str 12 +1
    Dex 20 +5
    Con 18 +4
    Int 18 +4
    Wis 38 +14
    Cha 12 +1

    Breakdown
    Spoiler
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    Point buy
    Str 14
    Dex 8
    Con 14
    Int 14
    Wis 16

    Racial
    Str 6
    Dex 14
    Con 12
    Int 12
    Wis 22
    Cha 6

    Level Bumps
    Str 6
    Dex 14
    Con 12
    Int 12
    Wis 27
    Cha 6

    Magical Enhancement
    Str 12
    Dex 20
    Con 18
    Int 18
    Wis 33
    Cha 12

    Inherent Bonus
    Str 12
    Dex 20
    Con 18
    Int 18
    Wis 38
    Cha 12


    Jermlaine 3.5 Errata
    Jermlaine: Fey; 2-1/2 ft./0 ft.; Craft (trapmaking) +2, Hide +14, Listen +8,
    Move Silently +6, Spot +8; LA +0; Wild Empathy (Ex)


    GRIBLAX TOOKERSNOUT
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Cleric of Nerull|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Knowledge (Religion) 2, Disguise 1, Gather information 2, Hide 4, Survival 1|Track|Rebuke Undead, Wild Empathy (Same as Druid but based off of HD instead of class lvl, Speak with Rats (SLA at will, Rats and Dire Rats only)

    2nd|Cleric of Nerull|
    +1
    |
    +3
    |
    +0
    |
    +3
    | Knowledge (Religion) 2, Disguise 2, Gather information 2.5, Hide 4, Survival 1, Spell Craft 1|-|-

    3rd|Cleric of Nerull|
    +2
    |
    +3
    |
    +1
    |
    +3
    | Knowledge (Religion) 2, Disguise 3, Gather information 3, Hide 4, Survival 1, Spell Craft 2|Mother Cyst|-

    4th|Cleric of Nerull|
    +3
    |
    +4
    |
    +1
    |
    +4
    | Knowledge (Religion) 2, Disguise 4, Gather information 3.5, Hide 4, Survival 1, Spell Craft 3|-|-

    5th|Cleric of Nerull|
    +3
    |
    +4
    |
    +1
    |
    +4
    | Knowledge (Religion) 2, Disguise 5, Gather information 4, Hide 4, Survival 1, Spell Craft 4|-|-

    6th|Cleric of Nerull|
    +4
    |
    +5
    |
    +2
    |
    +5
    | Knowledge (Religion) 2, Disguise 5, Gather information 4.5, Hide 5, Move Silently .5 Survival 1, Spell Craft 4|Silent Spell|-

    7th|Cleric of Nerull|
    +5
    |
    +5
    |
    +2
    |
    +5
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 6, Move Silently 1 Survival 1, Spell Craft 4|-|-

    8th|Consecrated Harrier|
    +6
    |
    +5
    |
    +2
    |
    +7
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 7, Move Silently 2 Survival 1.5, Spell Craft 4|-|Blessings of Scripture +2, Detect Chaos

    9th| Consecrated Harrier |
    +7
    |
    +5
    |
    +2
    |
    +8
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 7, Move Silently 4 Survival 2, Spell Craft 4|Practised Spell Caster (Cleric)|Sanctified Sight

    10th| Consecrated Harrier |
    +8
    |
    +6
    |
    +3
    |
    +8
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 8, Move Silently 5 Survival 2.5, Spellcraft 4|-|Dispel Magic

    11th| Consecrated Harrier |
    +9
    |
    +6
    |
    +3
    |
    +9
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 8, Move Silently 7 Survival 3, Spellcraft 4 |-|Crushing Despair

    12th| Consecrated Harrier |
    +10
    |
    +6
    |
    +3
    |
    +9
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 9, Move Silently 8 Survival 3.5, Spellcraft 4 |Practised Spell Caster (Consecrated Harrier)|Blessings of Scripture +4

    13th| Consecrated Harrier |
    +11
    |
    +7
    |
    +4
    |
    +10
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 10, Move Silently 9 Survival 4, Spellcraft 4 |-|False Vision

    14th| Consecrated Harrier |
    +12
    |
    +7
    |
    +4
    |
    +10
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 11, Move Silently 10 Survival 4.5, Spellcraft 4 |- |-

    15th| Consecrated Harrier |
    +13
    |
    +7
    |
    +4
    |
    +11
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 12, Move Silently 11 Survival 5, Spellcraft 4|Spell Focus (Necromancy)|Implacable Hunt

    16th|Cleric of Nerull|
    +14
    |
    +8
    |
    +4
    |
    +12
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 12, Move Silently 11 Survival 5, Spellcraft 7|-|-

    17th|Cleric of Nerull|
    +14
    |
    +8
    |
    +5
    |
    +12
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 12, Move Silently 11 Survival 5, Spellcraft 10|-|-

    18th|Cleric of Nerull|
    +15
    |
    +9
    |
    +5
    |
    +13
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 15, Move Silently 11 Survival 5, Spellcraft 10|Greater Spell Focus (Necromancy)|-

    19th|Conserated Harrier|
    +16
    |
    +10
    |
    +6
    |
    +13
    | Knowledge (Religion) 2, Disguise 5, Gather information 5, Hide 15, Move Silently 13.5 Survival 5, Spellcraft 10|-|-

    20th|Consecrated Harrier|
    +17
    |
    +10
    |
    +6
    |
    +14
    | Knowledge (Religion) 3, Disguise 5, Gather information 5, Hide 15, Move Silently 15 Survival 5, Spellcraft 10|-|Blessings of Scripture +6, Faultless Hunt[/table]


    Spells
    Spoiler
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    Cleric Spellcasting
    Spoiler
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    Spells per day/Spells Known
    Spoiler
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th

    1st|3|1+1|-|-|-|-

    2nd|4|2+1|-|-|-|-

    3rd|4|2+1|1+1|-|-|-

    4th|5|3+1|2+1|-|-|-

    5th|5|3+1|2+1|1+1|-|-

    6th|5|3+1|3+1|2+1|-|-

    7th|6|4+1|3+1|2+1|1+1|-

    16th|6|4+1|3+1|3+1|2+1|-

    17th|6|4+1|4+1|3+1|2+1|1+1

    18th|6|4+1|4+1|3+1|3+1|2+1[/table]


    Cleric Bonus spells
    Spoiler
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    Bonus spells
    {table=head]Wisdom|1st|2nd|3rd|4th|5th


    22|2|2|1|1|1

    24|2|2|2|1|1

    26|2|2|2|2|1

    28|3|2|2|2|2

    30|3|3|2|2|2

    32|3|3|3|2|2

    34|3|3|3|3|2

    36|4|3|3|3|3

    38|4|4|3|3|3[/table]


    Domains
    Spoiler
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    Evil Domain
    Granted Power
    You cast evil spells at +1 caster level.
    Evil Domain Spells
    1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2. Desecrate M: Fills area with negative energy, making undead stronger.
    3. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
    4. Unholy Blight: Damages and sickens good creatures.
    5. Dispel Good: +4 bonus against attacks by good creatures.

    Trickery Domain
    Granted Power
    Add Bluff, Disguise, and Hide to your list of cleric class skills.
    Trickery Domain Spells
    1. Disguise Self: Disguise own appearance.
    2. Invisibility: Subject invisible 1 min./level or until it attacks.
    3. Nondetection M: Hides subject from divination, scrying.
    4. Confusion: Subjects behave oddly for 1 round/level.
    5. False Vision M: Fools scrying with an illusion.


    Consecrated Harrier Spellcasting
    Spoiler
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    Spells per day/Spells Known
    Spoiler
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    {table=head]Level|1st|2nd|3rd|4th

    8th|0|-|-|-

    9th|1|-|-|-

    10th|1|0|-|-

    11th|1|1|-|-

    12th|1|1|0|-

    13th|1|1|1|-

    14th|2|1|1|0

    15th|2|1|1|1

    19th|2|2|1|1

    20th|2|2|2|1[/table]

    Consecrated Harrier Bonus spells
    Spoiler
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    Bonus spells
    {table=head]Wisdom|1st|2nd|3rd|4th

    22|2|2|1|1

    24|2|2|2|1

    26|2|2|2|2

    28|3|2|2|2

    30|3|3|2|2

    32|3|3|3|2

    34|3|3|3|3

    36|4|3|3|3

    38|4|4|3|3[/table]


    Pertinent Spells
    Spoiler
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    Cyst Magic
    Spoiler
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    Cyst Magic comes from the feat Mother Cyst. Once a character takes Mother Cyst, they add the Necrotic Cyst spells to all of their spells known lists. Here is a breakdown of the Necrotic Spells in Griblax’s arsenal.

    Necrotic Awareness- 1st lvl
    This is basically a DETECT spell. It detects the presence of necrotic cysts. Griblax uses it to confirm implantation.

    Necrotic Scrying- 2nd lvl
    This is an extremely low lvl scry, with no save and no sr and unlimited range. It only works on subjects who have a necrotic cyst implanted in them. It is blocked by lead and normal anti-scry spells.

    Necrotic Cyst- 2nd lvl
    This is the implantation spell. All the other cyst spells key in off of this spell. It is a touch spell, only works on living creatures, has SR, fortitude negates, and is blocked by Protection from Evil. Because Griblax stalks his prey looking for an easy opportunity to skulk in and deliver this touch spell, the touch is not a problem. He is more than capable of slipping in, delivering the touch to a flatfooted opponent, and slipping out. Only working on living creatures is also not a problem for Griblax, Nerull hates the living and only the living. Assay spell resistance helps to overcome any troublesome SR Griblax runs into. Because of his high wisdom, the fort save is stout. In the beginning, DC 19 fort, by the end, DC 28 fort, not bad for a 2nd lvl spell. His high number of castings and his stealthy nature combine to further enhance his chance of a failed save. Because he is able to remain undetected he can recast and try again. Protection from Evil is only a deterrent if it is from a permanent source. Griblax stalks his prey, he chooses vulnerable moments to attempt his implantation. You might be having a great night at the bar, you might be sound asleep, you might be in the throes of passion, or you might be lazily enjoying a spring walk through the countryside. When you feel the most secure, that is when Griblax is touching your boot.

    The Cyst can show up on the surface of the skin or it can be buried inside the body, Griblax chooses to implant his cysts deep within to keep from spoiling his trap.

    Once a cyst is implanted the target takes a -2 penalty to saves against all spells and effects from the school of necromancy (including other cyst spells) and the target takes an extra 1d6 damage from the natural attacks of undead.

    Necrotic Bloat- 3rd lvl
    Medium range, 1d6/CL (max 10d6) no save, no attack roll, no sr. Half the damage is vile damage and can only be healed in a holy place with holy magic the other half is untyped damage.

    Necrotic Domination- 4th lvl
    This spell has the same effect as Dominate person, EXCEPT it works on any humanoid with a cyst. It is necromancy(evil) so it is not blocked by immunity to mind affecting. It is not blocked by prot evil/good/law/chaos. And because of Necrotic Cyst, the target takes a -2 penalty on the save.

    Necrotic Burst- 5th lvl
    This spell is amazing. Single target medium range. No SR, no attack roll. Fort save partial. Fail the save, you die and on the following round, your innards bust out of you and squiggle around attacking people and putting more cysts in them. If you pass the save, you take 1d6/ CL (max 15d6), half of this damage is vile damage and can only be healed in a holy place by holy magic the other half is untyped damage. And because of Necrotic Cyst, the target takes a -2 penalty on the save.

    All of the cyst spells except for Necrotic Awareness are (Evil) spells. Because of Griblax’s Evil Domain, he casts these spells at +1 caster lvl.

    As you can see, once a target has a cyst implanted in them, the cyst spells become an extremely powerful arsenal. Because Griblax knows these spells as Cleric and Consecrated Harrier spells, he has a higher than normal castings per day available. The Cyst spells work with his Consecrated Harrier to create a more effective and dangerous prestige class.

    Spells for finding target
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    Cleric provides a fair amount of divinations along the way for finding targets. Ranger has many track boosting spells and information gathering spells.
    SLA Speak with Rats
    Ranger
    Scent
    Speak with plants
    Commune with Nature
    Implacable Pursuer
    One with the land
    Marked Object
    Mark of the Hunter
    Stalking Brand
    Traveler’s Mount
    Tree Stride
    Swamp Stride
    Surefooted Stride
    Omen of Peril
    Living Prints
    Lay of the Land
    Embrace the Wild
    Bloodhound
    Easy Trail
    Detect Thoughts
    Charm Person
    Clairaudience/Clairvoyance
    Likely more that I missed.

    Cleric
    Omen of Peril
    Augury
    Divine Insight
    Chain of Eyes
    Helping Hand
    Divination
    Scrying
    Avoid planar effects
    Plane Shift
    Speak with Dead
    Commune
    Likely more that I missed



    Spells for combat
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    Past 13th lvl our Consecrated Harrier caster lvl is high enough that we can start preparing offensive Cyst spells in those slots. This opens up a lot of cleric slots for buffs. Because Griblax stalks his victims for some time before finally attacking them, and because Cleric is one of the biggest buff classes of all, Griblax can throw together some powerful and appropriate buff sets to take down his targets. The example in the story used Sanctuary to ensure combat would start on his terms. But there are countless more cleric buffs to consider.
    If the final ambush is set up to draw the target to a specific place, like the story, cleric spells also offer many options for prepping the battle field.

    Spells for stealth and implantation
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    Spells like rangers Camoflauge and disguise self and remove scent and Trickery Domains invisibility, and clerics iron silence and many many others, all work together with Griblax’s natural sneaky heritage and size to create one incredibly hard creature to locate.

    Assay spell resistance and spell vulnerability help against high SR implantation targets.

    Both harrier and cleric spell lists offer useful information gathering spells for the stalking stage of Griblax’s missions.

    Spells for escape
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    Meld into Stone
    Plane Shift
    Deeper Darkness
    Tree Shape
    Tree Stride
    Planar Exchange, Lesser
    Swamp Stride
    Land Womb
    Aspect of the Earth Hunter
    Burrow
    Easy Climb
    And again more that I missed.


    Griblax’s Spell List has 4 default foci.
    Tracking-
    Focused mainly on tracking spells and divination spells with a small bit of quick escape spells
    Stalking- Focused heavily on stealth spells with a minor in info gathering spells and escape spells
    Implantation- Focused on Stealth and Necrotic Cyst, Necrotic Awareness, small bit of escape spells
    Confrontation- Focused heavily on Buff spells appropriately applied to match what he has learned about his prey and on offensive cyst spells with a small bit of escape spells.

    If he plans on using Necrotic Dominate to enthrall the targets allies, he will use a modified stalking spell set for an extra round of stalking after implantation, dropping info gathering spells for Necrotic Dominates.
    Story
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    Griblax Tookersnout has far exceeded the common expectations of his kin. Whether you know his kind as Jermlaine or Banemidge or Jinxkin, fear is the last emotion you would associate with his people. They are typically a nuisance at best. Cowards by nature, they hide in the shadows and prey on the sick and the weak. In this way, they are no more dangerous than a carrion crow or a buzzard. Griblax likely would have shared this petty fate if The Reaper had not seen his true potential and called him out. Huddled amongst a sleeping pile of his crusty, warty kin, The Hater of Life touched his dreams. Nerull’s vision infused in Griblax a direct understanding of the pettiness of his life. Nerull showed Griblax his true potential, a potential that must be earned.

    Awakening abruptly, covered in sweat, Griblax understood what he must do. A powerful entity had shown him the way. He rolled and wriggled his way out of the sleeping pile of kin and scurried off deeper into the cave. His brethren barely stirred, they were used to nocturnal calls of nature, and did not give the behavior a second thought. After a few farts and scratches they were back soundly asleep. Griblax worked silently, ferrying armfuls of “fuel” from the mountainous piles of bat droppings deeper in the cave. Despite the copious amounts of bat guano he shellacked across the floor around the sleeping pile, the smell of the cave remained relatively constant. Banemidges are after all filthy creatures and the cave already reeked of waste before he had even started his process. Curious rats peeked at him with their glowing eyes, tracking his progress with amusement. He grinned at them and winked, and they felt included in his mischief.

    Feeling flushed by the work he stopped to survey his doings. A good 6 inch tall ring of filth now encircled the sleeping mound, and beside him stood a large pile of extra crap. He thought back to Nerull’s vision and the final key to his plan flooded his mind. He spoke the words in his mind aloud. Fire began to lick from his finger tips and spread across his hand. He could feel the heat of the fire but it did not consume him. His heart pounded and his spirit was elated. The vision would come true! He must complete his task! The sudden light had begun to cause his family to stir. He had no time left to enjoy the moment. Griblax reached deep into the pile of refuse beside him and pulled away a handful of burning pungent waste. He flung the first fiery handful at the stirring pile of Jermlaines. It felt like a flood gate had opened. The feeling inspired him on and he now flung the inflamed feces as fast as he could. The pile beside him was now fully aflame, and the ring around his brethren had also caught fire and was spreading. His people were in disarray. Some of them scurried free and rolled around to put the flames out. Others could not escape the panicked tangle of bodies. Others could not get the sticky flaming guano of off their skin. Others still were gasping from the quickly spreading smoke in the poorly ventilated cave. Feeling pleased that enough of his people would die to fulfill Nerull’s test, Griblax slowly slinked into the shadows.

    Once outside the cave, he began to pick his way through the forest. He did not know which way he was going, yet at the same time he felt guided. It was not long before Griblax stumbled out of the Grandwood Forest and into more open lands. He had never felt so vulnerable, and the lack of cover tested every bit of his newfound courage. He turned and looked covetously at the safety of the forest, longing for the sanctuary of a cave. *WHOOSH* Griblax jumped away from the noise so quickly that he lost control and tumbled into a stumble landing prone in a tangled anxious mess. His fearful eyes darted around frantically as his arms and legs warred over which was going to carry him away first. His eyes finally focused and before him stood a man in a rust red robe with black trim holding a skull in one hand and a sickle in the other. The symbols instantly calmed him. They were the holy objects of his newfound Master. He had seen them in his dream. They had been impressed on his mind. The man seemed agitated, “You have got to be kidding me,” he snorted derisively. He surveyed the tiny, ratty, scabby gremlin covered in dried **** before him, “You have to be the most pathetic and revolting creature I have ever seen and you are supremely lucky I do not question the will of my God, otherwise I would simply step on you now. Get in this satchel now so I do not have to touch you!” the man tossed down a burlap sack.

    Griblax was taken away by magic to the nearby kingdom of Rel Astra to the temple of Nerull that is located there. The other priests seemed displeased by his presence but none of them could question the visions they too had received, visions of a tiny creature that radiated Nerull’s blessing and left death in his wake. There jealousy and superiority warred with there piety and It left them with a conflicted hate for Griblax. They seemed pleased to manifest this hate in creative ways. They made his initiation rituals especially painful and went out of their way to plague his daily life with extemporaneous rules and stringent standards. They silently justified there hazing, if he is truly blessed in the eyes of Nerull, surely he can withstand a little extra pain and suffering. And if he can’t it is apparent we were led to the wrong tiny creature. These justifications bordered on blasphemy and would have been cause for death if Nerull had not expected it. No in fact, Nerull was relying on the petty contempt of his clergy. Their contempt would be the smoldering flame he used to forge his new weapon.

    Griblax endured this cursed life admirably, forever emboldened by the power his vision had promised. Truthfully, he struggled most to meet the new strange lifestyle demands. His fellow clergy did not sleep together comfortably in piles. They occasionally plunged themselves into tubs of water and intentionally scrubbed horrible tasting foam all over their bodies and expected that he do the same. They erected barriers of wood to block travel to and from their home-made caves for no apparent reason. When he would complain about these insufferable barriers they would laugh and say things like, “The little toot doesn’t like doors, how about that!” They forced him to learn about books and taught him to read. But they spent hours staring at these dusty cursed things and expected him to do the same.

    In time, Griblax adjusted to most of these new behaviors. He realized that this new world was a world of rules, and if he was to gain his power, he must learn and obey these rules. And although he never quite got the hang of doors and books, he began to excel at his other responsibilities as an acolyte of Nerull, especially murder. Soon enough the others saw the blessing of Nerull upon him. They saw his kill count surpass their own. They witnessed the extra power of will infusing the spells he cast. And finally, the appearance of the bloated bulge on his belly silenced all mistreatment and ridicule. Nerull had blessed him with a Mother Cyst, a powerful cyst of undead flesh that infests only a few chosen Necromancers and imparts to them the power of a unique form of Necromancy, Cyst Magic.


    The next few years went by quickly. Griblax had fully adjusted to this world. He was no longer a lesser being skittering across the floors of caves. If he were to come across his kind today they would think him a god. What spare time he found was spent practicing his unique form of necromancy. He had risen rather quickly to middling ranks in the church and it came as no surprise to his colleagues when word spread that he was to be tested for membership of the Red Sickles, an elite group of hunters consecrated by Nerull to hunt down and kill top priority enemies of the church. Griblax was given a target to murder; a paladin of Saint Cuthbert had been giving the Cult of the Shriven Sickle a disproportional amount of trouble, unbalancing the ongoing conflict between the two Greyhawk factions. If he succeeded in murdering this paladin, he would be accepted into the Red Sickles and be given special training befitting this new position. He was given only one rule. At the final confrontation, Griblax must make it known to the target who he is and why he is there. The fool must know it was Nerull’s will and Nerull’s servant that ended his life.

    After a series of rituals and red tape, Griblax left Rel Astra for Greyhawk. The journey was mostly uneventful. His ancestry allowed him the luxury of avoiding unwanted attention. He spent his time burning the image of Garm Greenspear into his mind and memorizing the contents of his targets dossier. By the time he arrived in Greyhawk, he knew where enough to find the man quickly. Determined to succeed, Griblax spent the better part of a week confirming the information in the dossier with his own eyes. Calling upon Nerull for spells of stealth and mobility, he spied on Garm with vigilance. By the end of the week, Griblax knew where Garm slept, ate, trained, prayed, socialized and who he did those things with. Over the next few days, Griblax found opportune moments to stealthily implant Necrotic Cysts deep into the flesh of both Garm and a few of his close allies. He then proceeded to one by one use his Cyst magic to dominate the minds of Garm’s allies from a distance. Once he was sure that every thrall knew his plan and Garm was properly infected, Griblax sprung his trap. It was time to confront the one man standing in the way of him and his destiny.

    Garm Greenspear awoke early this morning. A few of his close friends had agreed the night before to spend the day riding horses. He was actually excited about the idea. It had been a good long while since he had been able to relax. The life of a devout Cuthbertine was a disciplined life and hardly left any room for decadence. So a nice ride through the country side with friends was especially tempting. He dressed and packed for the day then bounded off for the stables to meet his allies. When he opened the door to the stables he unexpectedly saw his friends there waiting. He had expected to be the first one to arrive. But Cere, Jeryl, and Tryg were huddled near the back of the stables. He composed himself and walked over to them, bidding them good morn. Suddenly *SHINK* the sound of steel on sheathe rang in his ears. Cere, Jeryl, and Tryg all three had there long swords drawn. He instinctively pulled his own blade only moments later. For an eternity the four men stared each other down. None of it made sense to Garm, he had known these men for half a lifetime; something foul was at work here. He did not need to ponder the source long before a shrill voice piped up behind his friends. “GOM GREEMSPEEAAH! I GRIBLAX HAF COMB TO IND YOR LIFE! YOO WAR FOOWISH TO FINK YOO CUD OPOWSE DA WILL OF NEROOOOLLLL!” the shrill voice screamed. Out from the shadows behind Tryg a miniscule goblin like thing stepped into view. It couldn’t have been more than six inches tall, but it was robed in the vestments and colors of Nerull and an eerily confident resolve resonated from his gaze. Garm leaped into action and with a burst of speed and a quick tumble, he slipped Tryg’s guard and positioned himself to strike the tiny fiend, perhaps if he slayed the thing quickly the magic controlling his friends would end. Garm put both hands on the hilt of his long sword and tried to swing with all his might, but something stopped him. He could not go through with the attack. He searched his mind to make sense of this dangerous development. Suddenly it hit him! He had seen clerics of his order use a similar magic to ward themselves. He instantly was aware of the peril of his situation. He could not attack this tiny monster unless the villain first attacked him! And to make matters worse, his dear friends would soon try to sheathe their blades in his flesh. It was eminently clear, his only course of action was flight. He needed to get help. But his quick and bold actions had left him out of position. Tryg, Cere and Jeryl stood directly in the way of his path to the door. He did not think he could slip past all three of them. Pain seared his mind. His brain scrambled to pull focus back to the dire situation at hand. His entire midsection was on fire. It felt like something was inside him. Like some dark animal was in his bowels furiously clawing to get out. He had barely recovered from the pain when Cere and Jeryl grabbed him. Tyrg knocked the sword from his hand. He struggled to free himself, but he could not overpower the two men. Then the pain hit again. This time it was too much. He felt his body go slack and hang in the grip of his friends. He felt his soul slipping free of his body. Just before the world grew muddled he heard the tiny voice shriek again, “Now tee ress of yoo, stabby yoo own hart.”


    Griblax returned to Rel Astra victorious. The story of his mission was glorified by the clergy. And he was promoted into the ranks of the Red Sickles. Since that day, he had been on countless missions of execution. The training he received further strengthened the strategy he had composed on that first fateful assassination. He soon found himself travelling often from churches to cults to enclaves and back to churches in order to fulfill his role as divine assassin.

    At last Nerull’s plan had come to fruition. He had taken the trickery and stealth of a petty, humble Jermlaine, burned in him all the power of a civilized, disciplined mind and finally infused that being with his own power and blessings. These three things combined to forge the perfect weapon, a sickle which he would use to untimely snuff the lights of his most troublesome foes.


    Why Consecrated Harrier?
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    Firstly, no one refuses a great honor from the church. Entering the Red Sickles was after all the will of Nerull, who am I to question a God? But while I find it extremely important to pick prestige classes that fit your role play theme and story arc, this prestige class has quite a few hidden mechanical boons that make it a solid choice for the build. His chosen role, as a character, is a hunter assassin. Keep that in mind as we explore the depths of Consecrated Harrier.

    The largest boon from this class comes from the new set of spellcasting. As I state in the “Cyst Magic” section, Cyst spells are largely more powerful than other spells of their lvl. This functionally gives Griblax the power of higher lvl spells without actually needing to get higher level spells. And since these are actually lower lvl spells they synergize very well with Griblax’s metamagic rods. Necrotic Bloat for instance, is a no attack roll, medium range, no save, no SR, 1d6/lvl (cap 10d6), and half the damage is vile damage, meaning it can only be healed in a sacred area, the other half is untyped, meaning it ignores ER and DR! This is a 3rd lvl spell, but it easily has the power of a 7th lvl spell. After we apply a simple low lvl lesser metamagic rod of quicken this third lvl spell has the power of an 11th lvl spell. This off balance power holds true for almost every Cyst spells. So why is a new set of spellcasting so important? Well, the higher lvl cyst spells are definitely powerful, but the lower level ones are already so powerful, that having twice as many low level spells comes out to be stronger than having a few more high lvl spells. This is usually not the case and theurge style builds suffer from the loss of powerful high tier spells. But again due to the extra power from cyst spells and the versatility from cleric and ranger spell list, Griblax becomes the exception to that rule. By adding the prestige class, we can tap our super high wisdom score to gain a completely new set of bonus spells from high wisdom. This effectively and rapidly doubles our first through fourth lvl spells during lvls 8-14.

    Now, honestly any spellcasting class would give this boon since the Mother Cyst feat adds the cyst spells to your entire spell known lists from any and all spellcasting classes you take. But, arcane casting does not fit in with our story nor does it synergize with our race. Jermlaine have low int and cha so it is much better to pick a divine class and synergize with the Jermlaine’s high wisdom thus staying SAD, as far as casting is concerned. And out of all the divine classes and prestige classes that give spellcasting, Consecrated Harrier fit the role of a Unholy Assassin the absolute best. The prestige class lets him tap into the ranger spell list for very useful stealth and tracking spells, while his cleric side covered utility and divinations in the beginning of the missions to find his target. The cleric list and the ranger list work together very well for his spying, infiltration, and implantation stage of the assassination, each providing their own unique overlapping effects stacking together to make this stage much safer. During this stage, the doubled low lvl spells allow him plenty of Necrotic Cyst and Necrotic Awareness spells to ensure successful implantation. And finally, once his prey is implanted and all the groundwork is laid for the trap, he can rely on the majority of his consecrated harrier spell slots for Cyst damage spells, leaving more of his cleric spell slots open for problem solving spells and useful buff spells.

    The next important boon from consecrated harrier would be the 8th lvl ability Implacable Hunt and by extension, the false vision spell like ability. At first glance, again, this ability also seems arbitrary. After all, his basic tracking skills combined with his divination and track boosting spells are already enough to eventually find any target. But, this ability deserves a second look. Because Grimlax’s main choice for damage delivers copious amounts of VILE damage, his volleys are incredibly difficult to recover from. In the right setting, this allows him to revert to hit and run tactics for particularly difficult targets. Over half of his victims are on the open road or traversing some wilderness when Griblax finally catches up to them. They are usually days to infinite away from the Holy place required to mend their wounds from the vile damage. If Griblax finds a particular target in this situation and perceives him to be a larger than normal threat, he can confront him with a quick volley then flee and recover. He is never at risk of losing track of the target, thanks to Implacable hunt, and most importantly, this tracking is super resource friendly meaning he can focus his spell slots for a different role since he does not need them to track the target anymore AND this tracking system is unstoppable by anti-tracking and anti-divining methods. This strategy is also largely helped by his SLA flase vision, if they try to scry him his false vision feeds them false information. He now does not need to prepare anti-scrying methods himself to avoid detection as he stalks.The next day he is fresh and his target is still heavily damaged. At this point it becomes a one sided war of attrition.

    You might think, “Hey, wouldn’t the guy notice after the first attack that there is a cyst inside of him and try to remove it?” Well that is a good question! It is possible the prey might come to that conclusion. But it is also just as likely they might not know what the hell cyst magic is. So in short, no, finding the cyst is not automatic. But it is possible for them to figure it out. However, even if they locate and identify the cyst inside their bodies, there are still a few things working in Griblax’s favor here. Removing the cyst is kind of a big deal. It essentially requires that someone surgically remove the cyst with a special DC 20 heal check. The kicker; if the check succeeds the subject is knocked out cold for an hour. If the check fails… the subject DIES! If the target is alone, then he will be unable to remove his own cyst. And with Griblax keeping tabs on his victim, it is unlikely he will miss the operation. The screams from the excruciating procedure alone would likely alert him. Being in the middle of a dangerous operation is not a great time to roll for initiative.

    Implacable Hunt also helps him deal with a highly mobile target. No matter where they teleport, as long as they end up anywhere on Oerth, Griblax will find them again. Later when he obtains faultless hunt, he will be able to track them anywhere.


    The next best boon from Harrier is probably the spell like abilities. Some of them are not very useful at all like detect chaos. But False Vision as stated above helps him falsify scrying attempts from his prey or their allies. Crushing despair is nice in a pinch to tack on an extra 10% chance of failure versus one of his save or die spells. It will not get used often but the great thing about these SLA’s is they don’t take a slot and they are there when you DO need them. Dispel Magic is probably his most important SLA. It definitely helps level the playing field against an abnormally prepared prey. Due to the normal dispel magic cap, his normal cleric dispel magic can only ever gain a +10 on the dispel check. But thanks to Blessings of Scripture, his Dispel Magic SLA will eventually have a +16 dispel check against his prey. His high wisdom score gives him more uses per day of these spells than he could ever use. And this allows him to never have to worry about preparing these specific spells OR spells that solve the same problem as these SLA’s.

    The next boon is Blessings of the Scripture. As stated above it allows his Dispel magic SLA to become more powerful than his normal cleric dispel magic. And it gives a useful skill modifier edge against his prey, making it easier to spot, track, read, hear, and trick.

    The last important boon would be the full BAB this class offers. Griblax may have the occasional need to land a melee or ranged touch spell. Now thanks to his high overall BAB (+17), this task becomes much easier.

    Sanctified Sight is not particularly useful but it doesn’t hurt to have it. And Flawless hunt is interlaced in the implacable hunt section since it is just an improvement of that ability.

    As you can see, consecrated harrier provides both story and mechanical synergy and overall provides Griblax essential tools to fulfill his goals.

    Level Breakdown
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    5th
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    Griblax is in training at the Temple of Nerull at this point in his career. He has access to the fundamental spells that he will later build upon. He is very stealthy for 5th lvl. And can still sneak to implant a cyst then use necrotic bloat to deal damage in combat. His bloat does 6d6 at this lvl due to the evil domain granted power. He can scry on cyst victims even this early via Necrotic Scrying. At this stage in the game, Griblax is just getting used to Nerull’s Cyst Magic blessing. He likely uses this strategy to assassinate low risk targets for practice. Most of his combat experience at this level will come from church sponsored death raids. During these raids he will likely rely more heavily on his natural class spells and work with the other clerics of Nerull to bring death to their unfortunate target.


    10th
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    Griblax at this point in his career has received 3 lvls of training from the Red Sickles. The transition has not quite settled itself. 10th lvl is a bit unwieldy, but not for long. This does not mean he is weak. He still has a large amount of stealth and tracking options and powerful cyst spells available. His overall strategy is still solid. His dispel magic SLA is at +12 versus his target. He has gained Necrotic Domination. And has the WBL to start working in some lesser metamagic rods for more potent onslaughts.


    15th
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    From this point on, Griblax is a highly trained member of the Red Sickles. His main strategy is fully reinforced now. He has 1st through 4th lvl Consecrated harrier spells and 0-4th lvl cleric spells with a caster lvl 14th for both (15 on evil spells). He can more easily ration his spells between cleric and CH for whatever stage of the hunt he is in. And during combat, the CH spells can now be turned into deadly cyst spells leaving his cleric spells open for useful buffs. His dispel magic SLA Is at +14 versus his target.


    20th
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    At this point, Griblax’s status in the church of Nerull has become legendary. He has gained Implacable hunt and its improvement Faultless hunt. His Dispel magic is at +16. He has 1st-4th CH spells and 0-5th Cleric spells. He now has the very dangerous Necrotic Burst spell. His WBL has reached its peak which means his save DCs have reached their very high peak.


    General strategy info
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    Griblax is calculated and crafty. He works his assassinations in stages.
    Stage 1- the hunt. Starting with the knowledge given to him by his church and relying on cleric divinations, Griblax hunts the target down. As he progresses he gets new tools for finding his target.
    Stage 2- the stalk. The point of this stage is to garner personal information about the target and to help pinpoint routine moments where the target is vulnerable. It also helps to alleviate surprises and helps Griblax to have a more appropriate and therefore deadly buff set at the final confrontation. As he progresses in level he gains more and more competence in the areas of stealth and gathering information (not the skill per se, but the general idea of gathering information). The information can come from old fashioned spying, information gathering spells, combos like speak with rats/animal empathy + chain of eyes, and similar tricks.

    Stage 3- the implantation. In this stage, he chooses a moment to stealthily implant the target and their allies. There is no time table for these kills, and no duration on the cysts. Griblax can take as much time as he wants ensuring success during these stages.

    Stage 4- the prep. In this stage, Griblax takes the time to set up the ambush, doing whatever needs be done to culminate the trap. This could include, prepping the ambush site, dominating allies via necrotic dominate, fooling allies into being elsewhere, and many, many other possible preparatory actions.

    Stage 5- The Final Countdown badda ba bum badda ba bumbum the Final Confrontation. In this stage, Griblax springs his trap. Fully and specifically buffed, Griblax delivers his quick speech of DOOM and then brings the hammer down.

    Troubleshooting
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    Rules questions
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    Does implanting a prey break Consecrated Harriers Code of Conduct?

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    No. The code explicitly states that it restricts the final confrontation, and therefore does not restrict any preparatory actions prior to the final confrontation. If you feel this is a loose interpretation please note that the code of conduct goes on to say that the wording of the code is kept lose on purpose for freedom of operation. In other words, the code is set up to allow loose interpretations.


    Obstacles
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    Alarm
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    If a camp is guarded by alarm it stands to reason the difficulty of infiltration has risen. Fear not, this problem is easy for Griblax to solve. He can gather together friendly rats and send them into and out of the camp to give false signals. It is interesting to watch this prank keep a caster up all night. He can also sneak in with a wave of rats and hide. When the caster sees the rats he likely will assume a false reading and go back to bed. It is unlikely he will be able to spot Griblax. He can also dispel alarm and similar wards with his dispel magic SLA.


    Globes of Invlunerability
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    Ah, the downside of relying on low level spells. One would think this would decimate Griblax’s options. Well in a world of metagaming, yes, yes it would. But surprisingly, in game, it isn’t that effective. The targets have no prior knowledge of Griblax’s tactics. Griblax has all the prior knowledge of the targets. He chooses to strike them at vulnerable points. It is unlikely that they will have a globe of invulnerability up at the time of confrontation, and it is even more unlikely that they will know how effective casting it would be. It is not a commonly used spell due to the fact that it undermines the casters own low lvl buff spells. And it has a very short duration. Basically, if this spell comes up ask out of game “Did you read my character sheet?” and then simply use one of Griblax’s escape methods to flee from combat. Come back a minute or so later when the metagamed buff wares off and continue the combat.




    Magic Items
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    It is likely Griblax will start with a single wisdom enhancing item early on. As soon as money will comfortably allow, he will make the switch to the belt of magnificence.
    Stealth enhancing items work really well for Griblax and a continuous collar of umbral metamorphosis should be considered.
    Lesser metamagic rods are cheap and provide a direct and powerful boon by taking advantage of Griblax’s low spell lvl high power cyst spells.
    +5 book of wisdom
    Pearls of power 2nd lvl will give him more uses of trickery domains invisibility as will a wand of invisibility.
    Other than that, typical good choices for magic items will also be good for Griblax.



    Sources

    Spoiler
    Show
    Core books
    Libris Mortis
    Monster Manual II w/ Errata
    Complete Divine
    Tome of Magic
    Spell Compendium
    My general knowledge of the Greyhawk campaign setting
    Last edited by Amphetryon; 2012-02-04 at 10:32 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  8. - Top - End - #188
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    IT'S A TRAP!
    Quote Originally Posted by Jan Kwan
    Jan Kwan
    LN Human Scout 5/Combat Trapsmith 5/Concecrated Harrier 10
    Background
    Spoiler
    Show
    The young woman walked up to the manor of Shanjin Tomage and showed documents to the guard on the gate. She said she was Fan Chu and that she had business with the master of the house. The guards let her in and showed her to the meeting room. When Shanjin arrived Fan was waiting and ready. “Do you know the cloister at Godric’s Ford?” Fan asked. “Yes,” replied Shanjin “That is a horrible place, you should worship Obad-Hai in the open and not hide behind walls and order your life within them. It was so bad that I decided to pull down their walls and let them worship in the open.”
    “Well, thank you for telling me that you are who I want to find. Perhaps you have heard of my real name? I am Jan Kwan.” Said Fan.
    “Jan Kwan? The fearsome hunter of the Church of St Cuthburt?” Shanjin replied shocked.
    “Yes indeed. The Church sent me to find the desecrater of Godric’s Ford and return the desecraters to the Church Headquarters. And here is how!” Jan replied pushing Shanjin off balance and moving him onto a pressure pad.
    The trap went off and Shanjin was trapped in a spider’s web. “How did you do this?” he asked. “It doesn’t take long to set up a trap anywhere I need it.” Jan replied before grabbing his arm and reading a scroll of Teleport from her pouch.
    They arrived outside the headquarters of the Church of St Cuthburt and Jan called the guards to take him into custody. Jan however didn’t care what happened to him now, her job was finished. Her next job however was just starting…

    Stats
    Spoiler
    Show
    Strength 10
    Dexterity 16 + 5 Level ups.
    Constitution 12
    Intelligence 16
    Wisdom 14
    Charisma 8

    Level Breakdown
    Spoiler
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1|Scout 1|
    0
    |
    0
    |
    2
    |
    0
    |Craft (Alchemy) 4, Open Lock 4, Craft (Trapsmith) 4,Bluff 4, Sense Motive 4, Disguise 4, Gather Information 4, Survival 4, Disable Device 4, Search 4, Use Magical Device 4|Able Learner, Two Weapon Fighting|Skirmish, trapfinding
    2|Scout 2|
    1
    |
    0
    |
    3
    |
    0
    |Craft (Alchemy) 1, Open Lock 1, Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Battle Fortitude, Uncanny Dodge
    3|Scout 3|
    2
    |
    1
    |
    3
    |
    1
    |Sleight of Hand 1, Open Lock 1, Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|Combat Expertise|Fast Movement +10ft, Skirmish, Trackless Step
    4|Scout 4|
    3
    |
    1
    |
    4
    |
    1
    |Sleight of Hand 1, Open Lock 1, Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Bonus Feat (Track)
    5|Scout 5|
    3
    |
    1
    |
    4
    |
    1
    |Sleight of Hand 1, Open Lock 1, Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Evasion, Skirmish
    6|Combat Trapsmith 1|
    3
    |
    3
    |
    6
    |
    1
    |Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|Weapon Focus (Dagger)|Combat Trapping, Trap Sense
    7|Combat Trapsmith 2|
    4
    |
    4
    |
    7
    |
    1
    |Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Skill Focus (Trap)
    8|Combat Trapsmith 3|
    5
    |
    4
    |
    7
    |
    2
    |Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Trap Sense
    9|Combat Trapsmith 4|
    6
    |
    5
    |
    8
    |
    2
    |Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|Sense Weakness|Improvised Materials
    10|Combat Trapsmith 5|
    6
    |
    5
    |
    8
    |
    2
    |Craft (Trapsmith) 1,Bluff 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Trap Sense, Expert Trapsetter
    11|Consecrated Harrier 1|
    7
    |
    5
    |
    8
    |
    4
    |Craft (Trapsmith) 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1|None|Blessing of Scripture, Detect Chaos
    12|Consecrated Harrier 2|
    8
    |
    5
    |
    8
    |
    5
    |Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|Point Blank Shot|Sanctified Sight
    13|Consecrated Harrier 3|
    9
    |
    6
    |
    9
    |
    5
    |Craft (Trapsmith) 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1|None|Dispel Magic
    14|Consecrated Harrier 4|
    10
    |
    6
    |
    9
    |
    6
    |Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Crushing Despair
    15|Consecrated Harrier 5|
    11
    |
    6
    |
    9
    |
    6
    |Craft (Trapsmith) 1, Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1|Precise Shot|Blessing of Scripture
    16|Consecrated Harrier 6|
    12
    |
    7
    |
    10
    |
    7
    |Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|False Vision
    17|Consecrated Harrier 7|
    13
    |
    7
    |
    10
    |
    7
    |Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|
    18|Consecrated Harrier 8|
    14
    |
    7
    |
    10
    |
    8
    |Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|Rapid Shot|Implacable Hunt
    19|Consecrated Harrier 9|
    15
    |
    8
    |
    11
    |
    8
    |Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|
    20|Consecrated Harrier 10|
    16
    |
    8
    |
    11
    |
    9
    |Sense Motive 1, Disguise 1, Gather Information 1, Survival 1, Disable Device 1, Search 1, Use Magical Device 1|None|Blessing of Scripture, Fautless Hunt
    [/table]
    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th
    1st|-|-|-|-
    2nd|-|-|-|-
    3rd|-|-|-|-
    4th|-|-|-|-
    5th|-|-|-|-
    6th|-|-|-|-
    7th|-|-|-|-
    8th|-|-|-|-
    9th|-|-|-|-
    10th|-|-|-|-
    11th|1|-|-|-
    12th|2|-|-|-
    13th|2|1|-|-
    14th|2|2|-|-
    15th|2|2|-|-
    16th|2|2|1|-
    17th|3|2|1|-
    18th|3|2|1|1
    19th|3|3|1|1
    20th|3|3|2|1[/table]
    Common spells prepared:
    1st: Longstrider, Endure Elements, Hawkeye
    2nd: Daylight, Detect Thoughts
    3rd: See Invisibility, death ward
    4th: Summon Nature's Ally 4 (Unicorn for healing mostly)

    Jan’s Tactics
    Spoiler
    Show
    Levels 1-5

    For the low levels Jan is a scout and everything that that implies. She takes point and finds the enemy, tracking if necessary after Level 4 and using trackless step to make it even harder for anyone to follow her. She carries daggers and uses them in combat and any other time it is needed. These daggers can be used at range or in melee as needed. She is also the skill monkey and trap finder and disabler.

    Level 6-10

    Now with the addition of Combat Trapsmith she can really change the face of any battle and any place that the enemy is likely to visit. Already being sneaky she now becomes useful at battlefield control despite not being a spellcaster.
    With the Glitterburst and Scorcher traps to reveal those invisible and damage them, the Entangler trap slows them down, and then the Spiderweb trap can stop them in their tracks. The Sleeper trap knocks them out completely to be taken prisoner and the Stinkburst trap will significantly reduce the number of actions they can take. At level 10 the Scorcher trap is upgraded to Greater Scorcher trap causing more damage.

    Level 11-15

    The Consecrated Harrier now gives lots of bonuses against the target and with Scout Jan can follow the enemy extremely well. Anyone trying to follow her will be confused as she leaves no tracks.
    When she finds the target she will carefully scout the location, her disguise and forgery skills will help her get into places she otherwise wouldn’t. She works best against those rich people who commonly meet different people and would accept new people as having reasonable business there. She doesn't hide and sneak, instead she walks around openly trusting to her disguise, bluff and forgery to not raise any suspicions.
    When she gets inside she places some traps where she thinks that only the target will pass and won’t dodge. Her most common trap to start with is the Spiderweb due to the fact that the target is bound and isn’t harmed. If necessary Jan will bull rush/push the target into the trap. Jan will then reveal exactly why she is here and what she has been told to do.
    If the mission is Capture then Jan will tie the target up but if the mission is Kill then she will start stabbing. In either case Jan will usually place extra traps to counter any escape bids they might make before she has finished dealing with them. These extra traps are often Stinkburst and Sleeper to disable most of their actions and leave them helpless. Jan has also acquired several scrolls of Teleport and will teleport back as soon as the mission is complete, especially if the mission is Capture as she doesn’t want to have to take the target back through any place that might hold allies of the target.

    Level 16-20

    With the implacable hunts now Jan will start with a greater scorcher trap just before the web to trigger the hunt’s ability to know where the target is no matter how they try to escape. With the Implacable hunt now Jan will start with a greater scorcher trap just before the web to trigger the Implacable/Faultless hunt's ability to know where the target is no matter how they try to escape. With them now damaged the tactics remain as much as the previous levels.

    Equipment
    Spoiler
    Show
    Jan should reasonably have daggers as the main piece of equipment, they can be easily concealed and work against range and melee targets. It would be best to enchant them with Teleporting to make full use of skirmish movement.

    Jan also likes scrolls of Teleport to get away with the prisoner or corpse as the mission required without going through the enemy base of operations which would likely be a running fight.

    Sources
    Spoiler
    Show
    Combat Trapsmith – Complete Scoundrel
    Consecrated Harrier – Complete Divine
    Scout – Complete Adventurer
    Able Learner – Races of Destiny
    Sense Weakness - Draconomicon
    Hawkeye – Complete Divine
    Everything Else – SRD
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  9. - Top - End - #189
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Perhaps he has an Anthropomorphic Robin companion.
    Quote Originally Posted by Genji
    Spoiler
    Show


    GENJI, THE HUNTER SAVANT
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Factotum|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Bluff 4, Disguise 4, Perform (Act) 4, Gather Information 4, Search 4, Survival 4, Sense Motive 4, Disable Device 4, Open Lock 4|Track|Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding

    2nd|Factotum|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Bluff 5, Disguise 5, Perform (Act) 5, Gather Information 5, Search 5, Survival 5, Sense Motive 5, Disable Device 5, Open Lock 5||Arcane Dilletante (1)

    3rd|Factotum|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Bluff 6, Disguise 6, Perform (Act) 6, Gather Information 6, Search 6, Survival 6, Sense Motive 6, Disable Device 6, Open Lock 6|Bind Vestige|Brains over Brawn, Cunning Defense

    4th|Factotum|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Bluff 7, Disguise 7, Perform (Act) 7, Gather Information 7, Search 7, Survival 7, Sense Motive 7, Disable Device 7, Open Lock 7||Arcane Dilletante (2), Cunning Strike

    5th|Factotum|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Bluff 8, Disguise 8, Perform (Act) 8, Gather Information 8, Search 8, Survival 8, Sense Motive 8, Disable Device 8, Open Lock 8||Opportunistic Piety

    6th|Factotum|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Bluff 9, Disguise 9, Perform (Act) 9, Gather Information 9, Search 9, Survival 9, Sense Motive 9, Disable Device 9, Open Lock 9|Improved Bind Vestige|

    7th|Factotum|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Bluff 10, Disguise 10, Perform (Act) 10, Gather Information 10, Search 10, Survival 10, Sense Motive 10, Disable Device 10, Open Lock 10||Arcane Dilletante (3)

    8th|Factotum|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |Bluff 11, Disguise 11, Perform (Act) 11, Gather Information 11, Search 11, Survival 11, Sense Motive 11, Disable Device 11, Open Lock 11||Cunning Surge

    9th|Consecrated Harrier|
    +7/+2
    |
    +2
    |
    +6
    |
    +4
    |Bluff 12, Disguise 12, Perform (Act) 11, Gather Information 12, Search 12, Survival 11.5, Sense Motive 11, Disable Device 11.5, Open Lock 11.5|Practiced Binder|Blessing of Scripture +2, Detect Chaos

    10th|Consecrated Harrier|
    +8/+3
    |
    +2
    |
    +6
    |
    +5
    |Bluff 13, Disguise 13, Perform (Act) 11, Gather Information 13, Search 13, Survival 12, Sense Motive 11, Disable Device 12, Open Lock 12||Sanctified Sight

    11th|Consecrated Harrier|
    +9/+4
    |
    +3
    |
    +7
    |
    +5
    |Bluff 14, Disguise 14, Perform (Act) 11, Gather Information 14, Search 14, Survival 12.5, Sense Motive 11, Disable Device 12.5, Open Lock 12.5||Dispel Magic

    12th|Consecrated Harrier|
    +10/+5
    |
    +3
    |
    +7
    |
    +6
    |Bluff 15, Disguise 15, Perform (Act) 11, Gather Information 15, Search 15, Survival 13, Sense Motive 11, Disable Device 13, Open Lock 13|Font of Inspiration|Crushing Despair

    13th|Consecrated Harrier|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +6
    |Bluff 16, Disguise 16, Perform (Act) 11, Gather Information 16, Search 16, Survival 13.5, Sense Motive 11, Disable Device 13.5, Open Lock 13.5||Blessing of Scripture +4

    14th|Master of Masks|
    +11/+6/+1
    |
    +3
    |
    +9
    |
    +8
    |Bluff 17, Disguise 17, Perform (Act) 11, Gather Information 16.5, Search 16.5, Survival 14, Sense Motive 11, Disable Device 14, Open Lock 14||Persona Masks

    15th|Master of Masks|
    +12/+7/+2
    |
    +3
    |
    +10
    |
    +9
    |Bluff 18, Disguise 18, Perform (Act) 11, Gather Information 17, Search 17, Survival 14.5, Sense Motive 11, Disable Device 14.5, Open Lock 14.5|Font of Inspiration|

    16th|Consecrated Harrier|
    +13/+8/+3
    |
    +4
    |
    +11
    |
    +10
    |Bluff 19, Disguise 19, Perform (Act) 11, Gather Information 18, Search 18, Survival 15, Sense Motive 11, Disable Device 15, Open Lock 15||False Vision

    17th|Consecrated Harrier|
    +14/+9/+4
    |
    +4
    |
    +11
    |
    +10
    |Bluff 20, Disguise 20, Perform (Act) 11, Gather Information 19, Search 19, Survival 15.5, Sense Motive 11, Disable Device 15.5, Open Lock 15.5||

    18th|Consecrated Harrier|
    +15/+10/+5
    |
    +4
    |
    +11
    |
    +11
    |Bluff 21, Disguise 21, Perform (Act) 11, Gather Information 20, Search 20, Survival 16, Sense Motive 11, Disable Device 16, Open Lock 16|Font of Inspiration|Implacable Hunt

    19th|Consecrated Harrier|
    +16/+11/+6/+1
    |
    +5
    |
    +12
    |
    +11
    |Bluff 22, Disguise 22, Perform (Act) 11, Gather Information 21, Search 21, Survival 16.5, Sense Motive 11, Disable Device 16.5, Open Lock 16.5||

    20th|Consecrated Harrier|
    +17/+12/+7/+2
    |
    +5
    |
    +12
    |
    +12
    |Bluff 23, Disguise 23, Perform (Act) 11, Gather Information 22, Search 22, Survival 17, Sense Motive 11, Disable Device 17, Open Lock 17||Faultless Hunt, Blessing of Scripture +6[/table]


    Spells per Day/Arcane Dilletante Level/Persona Masks Known/Inspiration Points
    Spoiler
    Show
    Spells per day/Spells Known
    {table=head]Level|1st|2nd|3rd|4th|Arcane<br>Dilletante|Persona<br>Masks|Inspiration Points

    1st|-|-|-|-|-|-|2

    2nd|-|-|-|-|0|-|3

    3rd|-|-|-|-|1|-|3

    4th|-|-|-|-|1|-|3

    5th|-|-|-|-|2|-|4

    6th|-|-|-|-|2|-|4

    7th|-|-|-|-|2|-|4

    8th|-|-|-|-|3|-|5

    9th|2|-|-|-|3|-|5

    10th|3|-|-|-|3|-|5

    11th|3|2|-|-|3|-|5

    12th|3|3|-|-|3|-|6

    13th|3|3|2|-|3|-|6

    14th|3|3|2|-|3|Faceless, Gladiator|6

    15th|3|3|3|-|3|High Priest|8

    16th|4|3|3|2|3|-|8

    17th|4|3|3|3|3|-|8

    18th|4|4|3|3|3|-|11

    19th|4|4|4|3|3|-|11

    20th|4|4|4|3|3|-|11[/table]


    LN Anthropomorphic Bat Factotum 8/Consecrated Harrier 5/Master of Masks 2/Consecrated Harrier +5

    32 PB
    Str: 4 (PB 8, -4 Racial)
    Con: 14
    Dex: 14
    Wis: 27 (PB 16, +6 Racial, +5 Levels)
    Int: 16
    Cha: 6 (PB 8, -2 Racial)

    --The Tale of Genji--

    Cast aside when young,
    he raised himself all alone
    A bitter event.

    Spoiler
    Show
    1st Level
    Alright, everyone, meet Genji! He's a hideous little deformed bat child who can barely carry his own weight!

    Ignoring that, Genji has a rather nice start to his life; as a Factotum, he can add his Intelligence to an attack roll, a damage roll, or a saving throw 2/encounter at this point, as a non-action. Combo'd with the fact that he can fly, thus putting him out of range of many monsters at this level, and he can plink away with a sling, thus making himself useful.

    In terms of noncombat use, Genji has a nice Darkvision range, and Trapfinding+Track make him generally useful in the area of looking for people. He can, if push comes to shove, add his class level to a skill check, which at this point is only a +1, but that still is something.


    All ways he learned;
    Fharlagan then he worshiped,
    The traveller-god

    Spoiler
    Show
    5th Level
    Genji now has 4 Inspiration points, which he could use for such sundry purposes as adding up to 4 dice of sneak attack damage when necessary, a +5 to a skill, healing his allies, turning undead, or even casting 2 2nd level SLAs from the Sorc/Wiz spell list. This nets him some nice in-combat versatility, as long as he picks wisely; casting Fox's Cunning followed by a Cunning Insight'd attack would deal an extra 5 damage, add a +5 to hit, or increase a save by 5 is a favorite, though other strategies do exist, depending on what he is planning to do that day. He even has the ability to toss up a miss chance for extra laughs, through the use of Cunning Defense.

    Outside of battle, he now adds his Intelligence modifier to all Strength and Dexterity based checks; therefor he gets his Intelligence as a bonus to Initiative. He still has a massive bonus to Tracking, and Factotum is the BEST skillmonkey class there is, after all.

    Of extra note is the awesome that is Bind Vestige; he picked it up from a hermit on the side of the road (hey, you try to include that information in a haiku; it's bloody hard!); he gets a handful of awesome options at the start of the day, like a little Fire Resistance, a bonus to Hide checks, or even proficiency in heavy armor. Seriously, this is nice.


    His senses honed,
    he took up the mantle then,
    a holy hunter.

    Spoiler
    Show
    10th Level
    CUNNING SURGE! This makes everything better. The fact that he only has 5 Inspiration points now is kinda of a let down, because it prevents the spamming of Standard actions. However, given that he can now access 3 SLAs of up to 3rd level, he has a sexy amount of versatility. He now gets a +8 bonus to a skill when using Cunning Knowledge, which ain't chicken scratch.

    He has also entered our secret ingredient, and it is treating him awfully well; his high Wisdom gives him nice DCs for stuff like Entangle or, if he trades out his good old sling for a bow, he can go ahead and use Hunter's Eye, for a single critical. After all, a nice insta-crit combo'd with a Cunning Insight/Fox's Cunning use would get him a nice +15 to damage, unless he's using a specialty arrow. And that's on top of the +6 damage from Blessings of Scripture being multiplied; enemies of the church of Fharlagan, beware! Detect Chaos at will is less useful in his case, but it still makes for a nice extra sense; after all, you never ignore any advantage when you are hunting an enemy!

    Sanctified Sight really fits well with his owl-ly eyes; his will saves against Illusions are obscene, given the +4 from this ability, a +3 from Cunning Insight, and a +7 from his Wisdom just being that high. The save would have to have a DC of higher than 29 to have a higher than 50% chance to escape his keen senses!

    Out of combat, he still gets major bonuses on skills, and has Blessing of Scripture helping him in his hunt for heretics; given that many Ranger spells add bonuses (such as, you know, Scent) to the equation, he can easily track down practically anyone. Through a rainstorm. On stone.

    In other news, his Vestige feats have really supplied some awesome stuff, ranging from summoning scaled full-plate (sure, it's way behind the times, but when you need it, you need it.), to using Malfas' little bird friend to go out and scout. Really, this, along with his Arcane Dilletante ability and his spells, is what gives him his daily versatility; whether hunting for a group of heretics far underground or staging a raid on their fortress, he's sure to have a little something to use.

    One nice strategy: bind Focalor; now fly above your enemies, keeping them within the aura. Now cast an Entangle or the like on them, and enjoy the boost to your save DCs.

    Sadly, the secret ingredient prevents the use of Sneak Attacks; if he really wants to use it, though, he can prepare Hunter's Eye, and burn all of his Inspiration to deal 6d6 sneak attack damage; it might make a nice finishing move, but given that he would have to atone afterwards... apparently, he gave that up when he took on the mantle of a Consecrated Harrier.


    He took up a mask,
    and made of it his likeness;
    This mark heralded him.

    Spoiler
    Show
    15th Level
    Wait, Master of Masks? Really?

    Yes, really. Remember, our friend Genji is not exactly beatiful, and wearing a mask everywhere looks really cool. Never underestimate the coolness of having sexy masks that do stuff. The High Priest Mask is especially sexy, in this case; it gives a free +2 to your Divine CL, which means that all of his Consecrated Harrier spells are cast at CL 8; this is nice for all of the normal reasons. Plus, the Divine SLAs build on the ones you already have, considering that you can't cast many of them.

    Of the other masks, Gladiator gives him access to awesome stuff; if he needs to use a Heavy Feycraft Gnomish Quickblade, he could, because he would be proficient in EVERY EXOTIC WEAPON. Say those glorious words with me, please. It also adds damage for the purpose of, well, the 3 attacks you make per round; building up the damage base is important, my friends.

    The final mask is the good old Faceless mask, for a nice Nondetection effect. Not much to say here.

    But what about our Consecrated Harrier levels, you ask? What can you say to using Dispel Magic and Crushing Despair 7 times per day each? Or the fact that your Blessing of Scripture is now +4, which gives even more of sexy boost in damage when combo'd with Hunter's Mercy? Or maybe even the classic Ranger spells of up to 3rd level, which can grant such awesomeness as Tremorsense, a burrow speed, throwing Bane onto a weapon, and a hundred other niche little spells; he really does have a spell for every little occasion, if he plans ahead well.

    And on a side note, he now has 8 points of Inspiration, which could spell a nova of 2 extra Standard actions a round, or just use it to fuel one of the 10 daily uses of Opportunistic Piety that he happens to have.

    And his ability to finish someone off, at the cost of needing an Atonement, rises to +10d6 Sneak Attack dice (+8d6 from Cunning Strike, and +2d6 from Hunter's Eye)


    His name is legend;
    His silent hunt is spoken
    of in brief whispers.

    Spoiler
    Show
    20th Level
    Genji now has 11 inspiration points, a very nice addition to his arsenal. Other than that, he has 4th level Ranger spells now, which includes the Foebane spell, which is essentially Holy Sword for the non-Paladin. It really does give him a nice bonus vs. those fools that go against the Church of Fharlagan.

    Other than that, there is the fact that he can use all of his Consecrated Harrier SLAs 8 times per day each, which is nearly at will, as far as your average adventuring day is concerned. And don't forget his Hunt class features, which just so happen to, you know, make it so once he has sniffed his foe's blood, he can follow them beyond the edge of the world with startling accuracy. Damn, but they make a wonderful capstone for this build.

    A nice fact to note is the good old Blessing of Scripture has increased to +6; this gives a lovely damage boost, and I am personally glad for that.


    Hunter's Mercy damage bonus
    Spoiler
    Show
    {table=head]Level|{colsp=3}Damage Bonus (Cunning Insight/Blessing of Scripture/Both)
    9-12|+9 (+15)|+6|+15 (+21)
    13-19|+9 (+15)|+12|+21 (+27)
    20|+9 (+15)|+18|+27 (+33)

    Casting Foebane adds +15 if the enemy is of the right type.[/table]


    Equipment
    Spoiler
    Show
    If he can get it, anything that adds to Wisdom or to Intelligence is a must; if he buys the right equipment, he could get his Intelligence modifier up to a +10 or more, which really would make fireworks fly using Cunning Insight. Wisdom, in the meantime, is your casting stat; no more discussion.

    I would also suggest that he invest in a Force bow with a Demolition or Truedeath crystal, to deal with those pesky crit-immune enemies.
    Last edited by Amphetryon; 2012-02-04 at 07:37 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  10. - Top - End - #190
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    It's in his blood. hound.
    Quote Originally Posted by Lama de Maldini
    Lama de Maldini
    LE Wild Elf, Ranger 4/Bloodhound8/Consecrated Harrier 8
    Stats at lvl 1: Str: 14, Dex: 17, Con: 14, Int: 10, Wis: 14, Cha: 10
    Stats at lvl 20: Str: 14, Dex: 22, Con: 14, Int: 10, Wis: 14, Cha: 10


    Spoiler
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Ranger(champion of the wild variant) 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Gather Information 2, Move Silently 4, Survival 4, Disguise 2, Spot 4, Hide 4|Apprentice(Woodsman)|1st Favored Enemy(Human), Track, Wild Empathy

    2nd|Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Gather Information 2½, Move Silently 5, Survival 5, Disguise 2½, Spot 5, Hide 5||Combat style(Two weapon combat)

    3rd|Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Gather Information 3, Move Silently 6, Survival 6, Disguise 3, Spot 6, Hide 6|weapon Focus(light mace)|Endurance

    4th|Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Gather Information 3, Move Silently 7, Survival 7, Disguise 3, Spot 7, Hide 7, Listen +2|B. Feat: Weapon Finesse|ACF: Spiritual Guide

    5th|Bloodhound 1|
    +5
    |
    +6
    |
    +6
    |
    +1
    |Gather Information 4, Move Silently 8, Survival 8, Disguise 4, Spot 8, Hide 8, Listen +2| |Mark (1), Swift Tracker

    6th|Bloodhound 2|
    +6
    |
    +7
    |
    +7
    |
    +1
    |Gather Information 5, Move Silently 9, Survival 9, Disguise 5, Spot 9, Hide 9, Listen +2|Combat Reflexes|Nonlethal Force, Ready and Waiting

    7th|Bloodhound 3|
    +7
    |
    +7
    |
    +7
    |
    +2
    |Gather Information 6, Move Silently 10, Survival 10, Disguise 6, Spot 10, Hide 10, Listen +2| |Bring ‘em back alive, tenacious pursuit (speed +10 ft.)

    8th|Bloodhound 4|
    +8
    |
    +8
    |
    +8
    |
    +2
    |Gather Information 7, Move Silently 11, Survival 11, Disguise 7, Spot 11, Hide 11, Listen +2| |Hunter’s Dedication, Mark (2), Move like the wind

    9th|Bloodhound 5|
    +9
    |
    +8
    |
    +8
    |
    +2
    |Gather Information 8, Move Silently 12, Survival 12, Disguise 8, Spot 12, Hide 12, Listen +2|Lightning Mace|Crippling Strike, Track the Trackless

    10th|Bloodhound 6|
    +10
    |
    +9
    |
    +9
    |
    +3
    |Gather Information 9, Move Silently 13, Survival 13, Disguise 9, Spot 13, Hide 13, Listen +2| |See invisibility, Shielded mind, Tenacious Pursuit (speed +20ft.)

    11th|Bloodhound 7|
    +11
    |
    +9
    |
    +9
    |
    +3
    |Gather Information 10, Move Silently 14, Survival 14, Disguise 10, Spot 14, Hide 14, Listen +2| |Locate Creature, Mark (3)

    12th|Bloodhound 8|
    +12
    |
    +10
    |
    +10
    |
    +3
    |Gather Information 11, Move Silently 15, Survival 15, Disguise 11, Spot 15, Hide 15, Listen +2|Improved Two weapon Fighting|Freedom of Movement

    13th|Consecrated Harrier 1|
    +13
    |
    +10
    |
    +10
    |
    +5
    |Gather Information 12, Move Silently 16, Survival 16, Disguise 11, Spot 15, Hide 16, Listen +2| |Blessing of Scripture +2, Detect Chaos

    14th|Consecrated Harrier 2|
    +14
    |
    +10
    |
    +10
    |
    +6
    |Gather Information 13, Move Silently 16½, Survival 17, Disguise 11, Spot 15, Hide 16½, Listen +2| |Sanctified Script

    15th|Consecrated Harrier 3|
    +15
    |
    +11
    |
    +11
    |
    +6
    |Gather Information 14, Move Silently 17, Survival 18, Disguise 11, Spot 15, Hide 17, Listen +2|travel Devotion| Dispel Magic

    16th|Consecrated Harrier 4|
    +16
    |
    +11
    |
    +11
    |
    +7
    |Gather Information 15, Move Silently 17½, Survival 19, Disguise 11, Spot 15, Hide 17½, Listen +2| |Crushing Despair

    17th|Consecrated Harrier 5|
    +17
    |
    +11
    |
    +11
    |
    +7
    |Gather Information 16, Move Silently 18, Survival 20, Disguise 11, Spot 15, Hide 18, Listen +2| |Blessing of Scripture +4

    18th|Consecrated Harrier 6|
    +18
    |
    +12
    |
    +12
    |
    +8
    |Gather Information 17, Move Silently 18½, Survival 21, Disguise 11, Spot 15, Hide 18½, Listen +2|Greater Two Weapon fighting|False Vision

    19th|Consecrated Harrier 7|
    +19
    |
    +12
    |
    +12
    |
    +8
    |Gather Information 18, Move Silently 19, Survival 22, Disguise 11, Spot 15, Hide 19, Listen +2||

    20th|Consecrated Harrier|
    +20
    |
    +12
    |
    +12
    |
    +9
    |Gather Information 19, Move Silently 19, Survival 23 Disguise 13, Spot 15, Hide 19, Listen +2| |Implacable Hunt[/table]
    Spells pr. day
    Spoiler
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    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th

    1st|-|-|-|-|

    2nd|-|-|-|-|

    3rd|-|-|-|-|

    4th|-|-|-|-|
    5th|-|-|-|-|

    6th|-|-|-|-|

    7th|-|-|-|-|

    8th|-|-|-|-|

    9th|-|-|-|-|

    10th|-|-|-|-|

    11th|-|-|-|-|

    12th|-|-|-|-|

    13th|1|-|-|-|

    14th|2|-|-|-|

    15th|2|1|-|-|

    16th|2|2|-|-|

    17th|2|2|0|-|

    18th|2|2|1|-|

    19th|3|2|1|0|

    20th|3|2|1|1| [/table]

    Level 1 -5
    “I remember as a young elf, the elders of my tribe quickly saw the potential in me, by observing how I moved through the woods with great speed, and hunted the animals with great passion. They placed me in an apprenticeship under one of the tribe’s great hunter, Eisha. Eisha taught me all of his tricks, and showed me how to track things through the woods with even greater skill. He also taught me how to track down the humans who often was a pest for this forest, and who often got hunted down by the tribe, to pay for what they had done to the inhabitants of the forest.”
    Spoiler
    Show
    Levels 1 – 5 give us a nice base to build our character, Apprentice(Woodsman) is taken as the level 1 feat, so we are able to keep survival as a class skill all the way up to level 20. As we don’t plan on getting Ranger spells, we might as well swap it out, and Champion of the wild gives us Weapon Finesse as a bonus feat instead at level 4, giving us dex to hit, and as a TWF’er, that will help with our “to hit” along with our high BAB, spiritual Guide ACF instead of an animal companion gives us a constant +1 bonus on survival, spot, search, listen, knowledge(nature) and Handle Animal in natural surroundings, instead of a low level animal companion. We also get our first level of Bloodhound which grants us Swift hunter and a bonus on Gather Information, Listen, Search, Spot and Survival when hunting our Mark

    Level 6 – 10
    “After the apprenticeship under Eisha, I got summoned by the Bounty Hunter Guild of our Village, they had heard about my progress as a hunter, especially my success with tracking down the humans who had been a great plague in this area, and wanted to sign me as a bounty hunter. I grew under these years, I developed my skills in combat with my maces, and also learned how to bring back my targets while still being alive and drained of their strength, adding even more so to the total sum that I managed to earn the guild.”
    Spoiler
    Show
    Levels 6 – 10 gives us more Bloodhound gang, and from these we get some very nice abilities to hunt down our mark, 2x Tenacious Pursuit gives +20 ft. speed which will help in keeping up with our mark, Nonlethal Force makes us able to deal nonlethal dmg without a penalty to hit and Bring ‘em back alive ensures we are able to bring our mark back for punishment even when we have to resort to doing regular dmg. Move like the wind and track the trackless means we have even better chance of finding our mark, and see invisibility helps if they try to turn invisible. Hunter’s dedication also comes online and is a nice +2 bonus on will saves against the mark. Even more importantly in level 9 a nice combo comes online namely Lightning Mace and Crippling strikes, this allows us to hit our enemies with mace attacks that deals str. Dmg and every time we threaten a crit, we get another chance to reduce the enemies str.

    Level 11 – 15
    “One day after coming home from a hunting trip, my guild master informed me that an acolyte of our tribes spiritual elder, Hamann, had visited, Hamann wanted my skills as a hunter, an especially elusive human, had been spotted in the forest, he had formerly been known for hunting animals just for the fun of it, leaving dead or dying animals laying around the forest, and also killing elves on sight. If I was able to do something about this human, I would be initiated into the spiritual circle of the tribe and become a very rich man with no more need to worry about goods or power. After days of traveling and tracking I found him in the middle of the forest, busy hunting yet another animal, I got the jump on him and pounding on him with my maces, with the blows from my maces beating down the strength of his body. The would be hunter soon lay before my unconscious, both alive, now all that was left was to bring him back to the tribe, and leave him Hamann’s wrath. After my success I was initiated into the circle, learning even more ways to track my enemies and also gained access to the divine power granted by nature to her faithful servants.”
    Spoiler
    Show
    Levels 11 – 15 we take our last two levels in Bloodhound, granting us Locate Creature for another way to locate our mark and freedom of movement, to have a couple of rounds to move through intangible surfaces. In These levels we also gain our first levels in Consecrated Harrier, boosting our will save, but also Blessing of Scripture which gives us another bonus to Bluff, Listen, Sense motive, spot and survival against our church target, which can be the same as our mark from bloodhound, so that’s a + 12 bonus to survival from class features at level 15, Other than that we also get Dispel Magic, and Sanctified Sight which will help more against marks who can cast spells, Improved two-weapon fighting get’s picked up for more attacks and travel devotion gets added to the mix, so we can close the gap to our enemy and still get all our attacks off

    Level 16 – 20
    “As you can see, I have learned much since the time I was but an apprentice under Eisha, few humans have since then tried to mock the power of this mighty forest, and those who have, have all fallen prey to my wrath, or so my track record says at least, or what is our opinion on that?”
    “…”
    “You know… you humans are so impolite, just because you are lying on the ground with no strength, you could at least answer me…”
    Spoiler
    Show
    Level 16 – 20 sees the end of the build, our will save keeps improving, Crushing Despair and False vision get’s added to our spell likes, giving us more ways to deal with not getting detected by our mark and debuffing him as well. We get the next level of blessing of scripture, boosting our survival even more, placing us as the top tracker we are with a +39 (23(Skill rank)+8(Bloodhound Mark)+4(Blessing of scripture)+2(Favoured enemy)+2(Apprentice(woodsman))) on our Survival skill at lvl 20 when tracking our target, 37 if target isn't human. Greater Two-weapon fighting get’s added to the mix, giving us even more attacks to drain STR. From our enemies


    Sources
    Spoiler
    Show

    SRD
    Complete Adventurer
    Completer Champion
    Complete Divine
    Complete Warrior
    Spell Compendium
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  11. - Top - End - #191
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Some need killin'; some need Qilin.
    Quote Originally Posted by Qilin
    “Move your feet, Wallace!” Lord Vitki shouted down the stone stairwell leading to the cellar, where he could hear his servant dragging the heavy barrel. “I dare say, if I had known you would be this slow, I would have left you in the stables to shovel manure!”

    Wallace finally appeared up the stone steps, stooped underneath a barrel nearly his own size. “Load it up,” said Lord Vitki testily. “And if you wish to remain my footman, you will take care to be much quicker next time! I promised the Steward of Kartos a barrel of my finest wine by noon. And be careful with it! That vintage is irreplaceable.”

    “I know, Lord,” panted Wallace, as he placed the barrel on the waiting carriage. “It was filtered through the rarest fining agents. The ground hooves of a unicorn, my Lord! Why, where ever did you find such a thing? And what, perchance, became of the rest of that noble beast?”

    Lord Vitki stopped. “What are you saying, Wallace? Who told you that nonsense? Where - where would you get such an idea?”

    Wallace stood up straight, and his flesh seemed to shiver. “My name is not Wallace, my Lord,” he said. “My name is Qilin, and I am a servant of the Dusk Unicorn. You are charged with hunting in the Sacred Grove, and of murdering blessed creatures under Valarian’s sacred protection.”

    Lord Vitki took a step back and reached for his sword. He noticed for the first time that his other footmen and guards were all absent, and he was alone in the courtyard. “Wallace, Qilin, whatever your name may be,” he declared, “you are still my servant, and if you continue spouting such gibberish, I will cut you down where you stand.”

    Qilin’s features changed, became almost feral. Arms and claws the color of dusk shimmered into place. “I have been watching you for six months, Lord Vitki, and I know what I say to be true. You will stand trial for your crimes against Valarian, and you will do so now!” And he charged, a blur of teeth and claws...

    Qilin, Defender of the Dusk Unicorn
    Spoiler
    Show

    LG Changeling, Totemist 6/Warshaper 2/Justiciar 2/Consecrated Harrier 10

    STARTING ABILITY SCORES (32 PB): Str 16/Dex 12/Con 14/Int 12/Wis 14/Cha 10

    Alternate Class Features: Skilled City Dweller - Lose handle animal and knowledge (nature) as class skills, gain gather information and knowledge (local)

    The Build:
    Spoiler
    Show
    Qilin, Defender of the Dusk Unicorn
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Totemist 1|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Gather information 4 ranks, knowledge (local) 4 ranks, survival 4 ranks, disguise 2 ranks, search 2 ranks|Track|Wild empathy, illiteracy

    2nd|Totemist 2|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Gather information 5 ranks, knowledge (local) 5 ranks, survival 5 ranks, disguise 2.5 ranks, search 2.5 ranks||Totem chakra bind (+1 capacity)

    3rd|Totemist 3|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Gather information 6 ranks, bluff .5 ranks, survival 6 ranks, disguise 3 ranks, search 3 ranks|Skill Focus (Gather Information)|Totem’s protection

    4th|Totemist 4|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Gather information 7 ranks, bluff 1 rank, survival 7 ranks, disguise 3.5 ranks, search 3.5 ranks||

    5th|Totemist 5|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Gather information 8 ranks, bluff 1.5 ranks, survival 8 ranks, disguise 4 ranks, search 4 ranks||Chakra binds (hands, feet, crown)

    6th|Totemist 6|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Gather information 9 ranks, bluff 2.5 ranks, survival 9 ranks, search 4.5 ranks|Multiattack|Totem chakra bind (+1 meldshaper level)

    7th|Warshaper 1|
    +4
    |
    +7
    |
    +5
    |
    +2
    |Bluff 3 ranks, disguise 5 ranks, search 5 ranks||Morphic immunities, morphic weapons

    8th|Warshaper 2|
    +5
    |
    +8
    |
    +5
    |
    +2
    |Bluff 4 ranks, disguise 6 ranks||Morphic Body

    9th|Consecrated Harrier 1|
    +6/+1
    |
    +8
    |
    +5
    |
    +4
    |Bluff 5 ranks, gather information 10 ranks, survival 10 ranks, search 6 ranks|Bonus Essentia|Blessing of scripture +2, detect chaos

    10th|Justiciar 1|
    +7/+2
    |
    +8
    |
    +5
    |
    +6
    |Bluff 6 ranks, gather information 11 ranks, survival 11 ranks, search 7 ranks||Bring them back alive, nonlethal strike +1d6

    11th|Justiciar 2|
    +8/+3
    |
    +8
    |
    +5
    |
    +7
    |Bluff 8 ranks, survival 14 ranks|Improved Grapple|Improved grapple, crippling strike

    12th|Consecrated Harrier 2|
    +9/+4
    |
    +8
    |
    +5
    |
    +8
    |Bluff 10 ranks, gather information 12 ranks, search 9 ranks|Open Lesser Chakra (Shoulders)|Sanctified sight

    13th|Consecrated Harrier 3|
    +10/+5
    |
    +9
    |
    +6
    |
    +8
    |Bluff 12 ranks, gather information 13 ranks, search 12 ranks||Dispel magic

    14th|Consecrated Harrier 4|
    +11/+6/+1
    |
    +9
    |
    +6
    |
    +9
    |Bluff 14 ranks, gather information 14 ranks, search 14 ranks||Crushing despair

    15th|Consecrated Harrier 5|
    +12/+7/+2
    |
    +9
    |
    +6
    |
    +9
    |Bluff 15 ranks, gather information 15 ranks, search 15 ranks, survival 15 ranks|Quick Change|Blessing of scripture +4

    16th|Consecrated Harrier 6|
    +13/+8/+3
    |
    +10
    |
    +7
    |
    +10
    |Bluff 16 ranks, gather information 16 ranks, search 16 ranks, survival 16 ranks||False vision

    17th|Consecrated Harrier 7|
    +14/+9/+4
    |
    +10
    |
    +7
    |
    +10
    |Bluff 17 ranks, gather information 17 ranks, search 17 ranks, survival 17 ranks||

    18th|Consecrated Harrier 8|
    +15/+10/+5
    |
    +10
    |
    +7
    |
    +11
    |Bluff 18 ranks, gather information 18 ranks, search 18 ranks, survival 18 ranks|Expanded Soulmeld Capacity|Implacable hunt

    19th|Consecrated Harrier 9|
    +16/+11/+6/+1
    |
    +11
    |
    +8
    |
    +11
    |Bluff 19 ranks, gather information 19 ranks, search 19 ranks, survival 19 ranks||

    20th|Consecrated Harrier 10|
    +17/+12/+7/+2
    |
    +11
    |
    +8
    |
    +12
    |Bluff 20 ranks, gather information 20 ranks, search 20 ranks, survival 20 ranks||Blessing of scripture +6, faultless hunt[/table]


    Spells Per Day:
    Spoiler
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    Spells per day
    {table=head]Level|1st|2nd|3rd|4th

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|-|-|-|-

    7th|-|-|-|-

    8th|-|-|-|-

    9th|0|-|-|-

    10th|0|-|-|-

    11th|0|-|-|-

    12th|1|-|-|-

    13th|1|0|-|-

    14th|1|1|-|-

    15th|1|1|0|-

    16th|1|1|1|-

    17th|2|1|1|0

    18th|2|1|1|1

    19th|2|2|1|1

    20th|2|2|2|1[/table]


    Meldshaping:
    Spoiler
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    {table=head]Level|Soulmelds|Essentia|Chakra Binds

    1st|2|1|0

    2nd|3|2|1

    3rd|3|2|1

    4th|4|3|1

    5th|4|3|1

    6th|4|4|2

    7th|4|4|2

    8th|4|4|2

    9th|4|6|2

    10th|4|6|2

    11th|4|6|2

    12th|4|6|2

    13th|4|6|2

    14th|4|6|2

    15th|4|6|2

    16th|4|6|2

    17th|4|6|2

    18th|4|6|2

    19th|4|6|2

    20th|4|6|2[/table]



    Qilin's Sacred Task
    Spoiler
    Show

    "Judgment is not mine to give. We must travel to Valarian's court, deep within the Sacred Grove. Do not fret - I will tell them all that I have observed, and perhaps the Dusk Unicorn will have mercy upon you. But you must be tried, and you must be judged, and if you will not come willingly, then I must carry you there."

    -Qilin, Defender of the Dusk Unicorn

    Changelings and shapeshifters have always been feared in the great twin cities of Kartos and Anjour. The havoc that even one shapeshifter could wreak in a noble court - one hardly even needs to imagine! And so changelings must stay hidden, rarely using their natural talents. But a child changeling can not so easily keep its secret. Children do not yet have the necessary control, and their amorphous bodies betray them in the end.

    And so, in a scene far more common than any would like to admit, a changeling mother stole away late one evening to the great forest between the two cities, with her new babe still in her arms, and wandered until she found what she thought to be a safe place. She left the babe upon a small glade and stole back to her home, where she could continue living under the guise of a human.

    It was indeed a safe place that she left the young changeling, still gray and nearly featureless. For this mother had wandered into the Sacred Grove, a blessed place under the protection of Valarian, the Dusk Unicorn.

    There were fey spirits there, dryads and nymphs that took the babe under their wing and raised him until he was old enough to control his body. They taught him the ways of the Unicorn, and they taught him why the Sacred Grove was special, and why it must be protected from those in the cities that would see it destroyed.

    And so Qilin, named by his fey friends, was sent back to the city to live. Qilin was a valuable ally to the Dusk Unicorn's followers, for he could give them insight into those city-dwellers who stumbled upon the Sacred Grove, whether by error or with ill intent. He spent his days learning the ways of the city, and his nights under the pale moonlight, learning the ways of the magical beasts under the protection of the Dusk Unicorn.

    Qilin's greatest teacher was Estrella, a templar of Valarian who rode upon a silver-gray unicorn. Estrella taught Qilin to be just, but subtle. She taught him to be patient, and to use his natural abilities to get close to his targets, to learn their motives and discover all he could about them, so that the Court of the Sacred Grove could make a fair decision.

    And so he learned. Under Estrella's tutelage, he became the great Defender of the Dusk Unicorn. He would follow enemies of the Sacred Grove, become close to them, act as servant or bartender or friend. He would learn all he could, and report back to the Sacred Grove. And when it was time, he would stand tall, announce who he was and their crimes, and bring them back...


    How Qilin Defends the Sacred Grove
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    "Once you have learned what you must, young Qilin, it becomes time to abandon your disguise. It is not just to attack your enemies while they still think you to be someone you are not. You must let them know why they are accused, and where you are taking them, and they most know the name of their captor. It is only in this way that your cause remains Holy."

    -Estrella, Templar of Valarian


    Qilin combines his natural shapeshifting abilities, the abilities of the magical beasts of Valarian, and the tools he learned as a consecrated justiciar to great effect.

    His skills are dedicated toward finding his targets, getting close to them, and discovering what he can about them before turning them over to the Court of the Sacred Grove. After tracking his enemy, several ranks in disguise, augmented by his considerable natural talent, allows him to easily assume the position of a new servant or associate, where he can observe his mark.

    Once he has discovered all that he needs to know, his next goal is to bring his enemy back alive. He never strikes lethally if he can avoid it, except occasionally to leave a minor wound that he can later track via his Implacable Hunt class feature.

    Qilin uses his soulmelds and his shapeshifting prowess to grant himself an array of natural attacks. Binding Girallon Arms to his totem chakra gives him four claw attacks, and he generally adds spines (like that of a skarn) or fangs via his Morphic Weapons ability. He will often also grant himself horns, either via the Unicorn Horn soulmeld or, at higher levels, through the Charge of the Triceratops spell.

    Thanks to the Crippling Strike ability of the Justiciar, each time he uses his nonlethal strike ability, he drains a point of strength from his target. As Qilin generally makes six or seven attacks per round, this can add up very quickly.

    At lower levels, Qilin typically binds Girallon Arms to his totem chakra and Sphinx Claws to his hands chakra, allowing him to charge and attack with all his natural weapons. If he does not expect to be in a place where he can charge, he instead binds Totem Avatar to his feet chakra, giving him increased grappling prowess, or Landshark Boots, for the ability to detect hidden enemies.

    A typical selection of soulmelds for low-level combat might include Dread Carapace (giving him a power attack-like ability on his attacks), Girallon Arms, Sphinx Claws, and either the Lammasu Mantle for defense or the Blink Shirt for mobility. By using morphic weapons to form a bite attack like a darfellan and a spine attack like a skarn, this allows him to charge and make six attacks, making him a quite dangerous combatant.

    At higher levels, after he gains the ability to bind soulmelds to his shoulders chakra, he becomes even more deadly. Typical choices here include Phase Cloak for the ability to turn ethereal when moving, the Displacer Mantle for the blur effect, the Pegasus Mantle for flight, or the Totem Avatar for the increased damage.

    Qilin never meldshapes the Worg Pelt, the Lamia Belt, or the Manticore Belt, for those creatures are enemies of Valarian and forbidden in the Sacred Grove.

    In addition to being an excellent melee combatant, and having a powerful strength-draining ability on his attacks, Qilin is an excellent grappler where appropriate. Girallon Arms and Sphinx Claws give him tremendous bonuses to his grapple checks, and between his strength-draining attacks, his exceptional strength, Improved Grapple, and his ability to dispel any opposing buffs or Freedom of Movement via the Consecrated Harrier class feature, he can grapple effectively even in the high levels. He also does decent damage in a grapple, thanks to his powerful natural weapons.

    Out of combat his soulmelds continue to add great versatility. Though his skills are focused primarily on tracking his enemies and infiltrating their lives, he can use his soulmelds to pick up stealth or perception skills, telepathy, the ability to speak with animals, and more. His Consecrated Harrier spells further help with this, and he gets large bonuses if his enemy is an assigned target from the Sacred Grove. False Vision also allows him to remain undetected until the moment that he reveals himself.


    The Abilities Granted by the Sacred Grove
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    "Never strike lethally unless you must in order to remain alive. You are a hunter, yes, but you do not have the power to pass judgment upon your enemies. Never become so proud that you forget that. You must bring them here, where the Dusk Unicorn can pass judgment Himself."

    -Estrella, Templar of Valarian


    Although the abilities of the Totemist, Justiciar and Warshaper are potent, the build is brought together by the levels in Consecrated Harrier.

    First of all, Consecrated Harrier shares many of the same qualifications as the Justiciar, giving the two some natural synergy. The skill ranks in Disguise and Gather Information do not go to waste here, nor does the required Track feat.

    Blessing of Scripture is a potent bonus, giving an excellent source of bonus damage against Qilin's enemies, and also augmenting his ability to track and infiltrate his enemy. This also is not precision damage, meaning it applies when Qilin must track down an undead target that would be immune to his nonlethal strike and strength drain.

    Detect Chaos and Sanctified Sight prevent Qilin's enemies from evading him, allowing him to see through their illusions and preventing them from hiding.

    Dispel Magic is useful for any character, but in particular for Qilin, it allows him to dispel buffs on his enemy that might prevent him from bringing his target in alive, especially things like Freedom of Movement. Crushing Despair is always a useful debuff, effecting a decent sized area and expanding Qilin's repertoire of attacks.

    False Vision is one of the keys to Qilin's build, for it helps him evade magical detection when he is in his supposed role.

    Implacable Hunt and Faultless Hunt are also rather key, and once he gains these abilities, Qilin finds some minor way of wounding his target, via spells like Spike Stones or by "accidentally" scratching him, so that he can continue to track him to the ends of the earth (or beyond).

    Finally, the Consecrated Harrier's spells are perhaps most important of all. Though he only gets a few of them, this can easily be overcome via wands, pearls of power, etc. Key spells include...

    • Charge of the Triceratops, which gives an additional attack, which also deals double damage (and hence double Strength damage via Crippling Strike) on a charge
    • Swift Haste, always a potent spell, and one that gives even more attacks
    • Lion's Charge, which lets him replace his Sphinx Claws soulmeld with more versatile ones
    • Jagged Tooth, which has a long duration and doubles the threat range on ALL his natural weapons (and with so many attacks, this makes a significant difference)
    • All the Consecrated Harrier divination spells, especially Detect Thoughts, Clairaudience/voyance, Discern Lies, and Legend Lore, which help him obtain information for the Sacred Grove
    • Mark of Justice, which he places on his enemies after restraining them to prevent them from escaping



    A Day in the Life of Qilin, Defender of the Sacred Grove
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    "Stay honorable, but use the tools at your disposal. Your enemies will have no such honor, but they also will not have the blessing of Valarian, as you do. Attack with the glory of the lammasu, with the strength of the mighty girallon, and with the cunning of the phase spider. These beasts are all servants of the Dusk Unicorn, as are you, young Qilin."

    -Estrella, Templar of Valarian

    LEVEL 5: Totemist 5

    At level 5, Qilin is an effective tracker and scout, and also a skilled melee combatant. With Girallon Arms and Sphinx Claws bound to his chakras, and Dread Carapace's power attack-like effect, he makes four attacks on a charge with excellent damage. Alternatively, he can bind Pegasus Cloak and Kruthik Claws or the Frost Helm, to attack flying enemies or to give himself a ranged attack.

    LEVEL 10: Totemist 6/Warshaper 2/Consecrated Harrier 1/Justiciar 1

    By level 10, Qilin's Totemist abilities become even stronger, especially when combined with Warshaper, which increases his physical stats and gives him even more attacks. He also gains his Blessing of Scripture bonuses from the Consecrated Harrier, and access to its spell list (hurray for wands!), as well as the ability to attack nonlethally without penalty.

    LEVEL 15: Totemist 6/Warshaper 2/Consecrated Harrier 5/Justiciar 2

    All of Qilin's relevant abilities come online by this point, making Qilin a powerful threat to any enemies of Valarian. (This is Qilin's "sweet spot" in his build.)

    For an example, Qilin may choose to have Girallon Arms and Phase Cloak bound, and Charge of the Triceratops active. For morphic weapons, he may pick up a darfellan's bite attack and a skarn's spine attack. He casts Lion's Charge as a swift action and charges his enemy, turning ethereal as he approaches (which also means he can charge straight up, or through walls, and turns invisible as he approaches). He strikes with four claws, a spine attack, a bite attack, and a gore attack. In addition to his strength bonus and enhancement bonuses, he also deals +4 bonus damage on each attack from Blessing of Scripture, +1d6 from nonlethal strike, and a point of strength damage on each hit, doubled for his gore attack.

    LEVEL 20: Totemist 6/Warshaper 2/Consecrated Harrier 10/Justiciar 2

    By level 20, Qilin retains all the abilities listed above, but his spellcasting improves, as does his Blessing of Scripture. He also gains Implacable Hunt and Faultless Hunt, meaning that even if his enemy escapes, he can track it anywhere.


    Other Options
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    Depending on the campaign you are in, there are many slight changes you could make to Qilin, making him even more powerful.

    • Urban Tracking - If your DM alows Urban Tracking to substitute for Track when qualifying for Prestige Classes, this is a nice alternative to the track feat, and will free up your skills.
    • Hunter's Circlet - Binding the Hunter's Circlet to your crown chakra gives you the benefit of the Track feat, potentially saving you a feat slot. However, many DMs do not like using items or temporary abilities to qualify for prestige classes, and only do this if you have discussed with your DM exactly what happens if the meld becomes unshaped.
    • Morphic Weapons - Morphic weapons has the potential to become very abusable, depending on the campaign. There is no listed limit to what natural attacks it can give you, or how many. This build has taken a conservative assumption, only adding on natural attacks found on humanoids that Qilin could use Change Shape to shift into - darfellans and skarn, for example. A more permissive DM might allow you to increase your number of attacks considerably.
    • How many chakras? - As written, Open Lesser Chakra does not actually give you an extra chakra bind, and so this build assumes that you will only have two. However, many DMs rule that it does. If so, your options as a meldshaper open up considerably.
    • Sanctified spells - If your DM allows sanctified spells, from Book of Exalted Deeds and Champions of Valor, there are some interesting choices, including Greater Luminous Armor, Divine Inspiration, and Path of the Exalted.



    Source List
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    Magic of Incarnum (Totemist, various soulmelds, Bonus Essentia, Expanded Soulmeld Capacity)
    Complete Warrior (Warshaper, Justiciar)
    Complete Divine (Consecrated Harrier)
    Races of Eberron (Quick Change)
    Spell Compendium (Charge of the Triceratops, Swift Haste, Jagged Tooth)

    All other feats, spells and abilities, including Multiattack, can be found in the PHB, Monster Manual, or SRD.

    Changelings appear in several books, including the Eberron Campaign Setting, Races of Eberron, and MM3.

    The deity Valarian is found in the Book of Exalted Deeds, as are the sanctified spells mentioned in the adaptation section.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  12. - Top - End - #192
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Tailed by a Manx. There's irony there, somewhere.
    Quote Originally Posted by Manx Fireheart


    Story
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    Manx doesn’t like to talk about his past. It has nothing to do with shame. It is just a life he left behind and that is all. For this reason, the details of his past are vague. I have known the man for many years, and after all that time, I have only been able to piece together this simple story.

    Born into a noble house, Manx was schooled rigorously. He took naturally to the bow and the book. He rarely had anytime for childish things and for most of his young life he had a full itinerary. Life was simple and earnest.

    As talented as he was in some areas, he lacked the natural affinity for the social arts. And for this reason, he was not the family’s first choice for heir. Truthfully, it wasn’t a lack of affinity, it was a general disdain for the art. Manx had no love for sweet words and white lies, compromises of morality, and cleverly designed strokes to the ego. He chose to ignore those lessons.

    Manx was a full grown man when the political climate of his house shifted, suddenly. During an assassination attempt at a routine diplomatic meeting, his brother, the heir apparent, had recklessly tried to protect the intended target. His actions resulted in the loss of his life, the loss of the families chosen heir, and the loss of Manx’s simple life.

    His ancient father, not long for this world, scrambled to force a lifetime of learning into Manx’s skull. All of Manx’s attempts to balk the newfound familial pressure failed. He had tutors following him into the pothouse. After a month, Manx could simply not take it anymore. He was who he was. He believed nobility came from character, not blood. His family could not and would not change who he was.

    The next part of the story is a little fuzzy even to me. I know Manx made a stand of some sort. It didn’t go well. Either they banished him for it, or they tried to kill him and he escaped. I prefer the latter version myself. Either way he ended up free. In his youthful studies, he had learned of a God named Nobanion, or Aslan to some, a noble lion who upheld Manx’s same principles of nobility of character. Something about the deity spoke to Manx.
    He spent the next few years wandering the woodlands, seeking a sign from Nobanion. He took on a noble quest of self improvement. He had been taught to survive the wilds as a child, but in a few years time he was a true woodsman.

    It was shortly after this, that I first met Manx. Nobanion had sent me to find a cub, to give him the Test of the Consecrated Hunt. And I was privileged to have known the man. There has never been one more noble of heart, or one more suited to disposing of the cursed beasts of Malar.
    -Tobias Longley, Consecrated Harrier of Nobanion-


    General info
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    Age: 28
    Name: Richard Darcy Harrison the Third
    Nickname: Manx (pronounced Manks) Fireheart
    Sex: Male
    God: Nobanion
    Campaign: Forgotten Realms
    Appearance: As Picture
    Race: Human
    Alignment: Lawful Good


    Stats
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    Base
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    10 Str
    16 Dex
    12 Con
    16 Int
    12 Wis
    10 Cha


    Improvements
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    +5 Int - level Bumps
    +5 Int - Int Book
    +4 Dex - Dex Book
    +6 All - Belt of Magnificence


    Final

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    16 Str
    26 Dex
    18 Con
    32 Int
    18 Wis
    16 Cha


    Manx Fireheart (Richard Darcy Harrison III)
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Factotum 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |True Speak 4, Knowledge Dungeoneering 4, Knowledge Nature 4, Knowledge Arcana 4, Knowledge Religion 4, Knowledge Nobility and Royalty 2, Survival 4, Disguise 4, Gather Information 4, Tumble 4, Sense Motive 2 |Able Learner*, Point Blank Shot|Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding

    2nd|Fighter 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |True Speak 5, Knowledge Dungeoneering 4, Knowledge Nature 5, Knowledge Arcana 4, Knowledge Religion 4, Knowledge Nobility and Royalty 2, Survival 5, Disguise 5, Gather Information 5, Tumble 5, Sense Motive 2|Precise Shot*|Bonus Feat

    3rd|Ranger 1|
    +2
    |
    +4
    |
    +4
    |
    +0
    |True Speak 6, Knowledge Dungeoneering 4, Knowledge Nature 5, Knowledge Arcana 4, Knowledge Religion 4, Knowledge Nobility and Royalty 2, Survival 6, Disguise 5, Gather Information 5, Tumble 5, Sense Motive 4, Spot 2, Listen 2| Minor Utterance of the Evolving Mind (Inertia Surge), Track* |Rival Organization (Followers of Malar) +2, Track Bonus feat, Wild Empathy

    4th|Ranger 2|
    +3
    |
    +5
    |
    +5
    |
    +0
    |True Speak 7, Knowledge Dungeoneering 4, Knowledge Nature 5, Knowledge Arcana 4, Knowledge Religion 4, Knowledge Nobility and Royalty 2, Survival 7, Disguise 5, Gather Information 5, Tumble 5, Sense Motive 6, Spot 4, Listen 4| Rapid shot*|Combat Style (Archery)

    5th|Factotum 2|
    +4
    |
    +5
    |
    +6
    |
    +0
    |True Speak 8, Knowledge Dungeoneering 4, Knowledge Nature 5, Knowledge Arcana 4, Knowledge Religion 4, Knowledge Nobility and Royalty 2, Survival 8, Disguise 5, Gather Information 5, Tumble 5, Sense Motive 8, Spot 7, Listen 7|- |Arcane Dilettante (1 spell) (lvl 0)

    6th|Factotum 3|
    +5
    |
    +6
    |
    +6
    |
    +1
    |True Speak 9, Knowledge Dungeoneering 5, Knowledge Nature 5, Knowledge Arcana 5, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 9, Disguise 5, Gather Information 5, Tumble 5, Sense Motive 9, Spot 9, Listen 9| Extend Utterance |Brains over brawn, Cunning Defense, Arcane Dilettante (1 spell) (lvl 1)

    7th|Consecrated Harrier 1|
    +6
    |
    +6
    |
    +6
    |
    +3
    |True Speak 10, Knowledge Dungeoneering 6, Knowledge Nature 6, Knowledge Arcana 6, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 10, Disguise 5, Gather Information 5, Tumble 5, Sense Motive 10, Spot 10, Listen 10|-|Blessings of Scripture +2, Detect Chaos SLA

    8th| Consecrated Harrier 2|
    +7
    |
    +6
    |
    +6
    |
    +4
    |True Speak 11, Knowledge Dungeoneering 7, Knowledge Nature 7, Knowledge Arcana 7, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 11, Disguise 5, Gather Information 6, Tumble 5, Sense Motive 11, Spot 11, Listen 11|-|Sanctified Sight

    9th| Consecrated Harrier 3|
    +8
    |
    +7
    |
    +7
    |
    +4
    |True Speak 12, Knowledge Dungeoneering 8, Knowledge Nature 8, Knowledge Arcana 8, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 12, Disguise 5, Gather Information 7, Tumble 5, Sense Motive 12, Spot 12, Listen 12| Knowledge Devotion |Dispel Magic SLA

    10th| Consecrated Harrier 4|
    +9
    |
    +7
    |
    +7
    |
    +5
    |True Speak 13, Knowledge Dungeoneering 9, Knowledge Nature 9, Knowledge Arcana 9, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 13, Disguise 5, Gather Information 8, Tumble 5, Sense Motive 13, Spot 13, Listen 13|-|Crushing Despair SLA

    11th| Consecrated Harrier 5|
    +10
    |
    +7
    |
    +7
    |
    +5
    |True Speak 14, Knowledge Dungeoneering 10, Knowledge Nature 10, Knowledge Arcana 10, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 14, Disguise 5, Gather Information 9, Tumble 5, Sense Motive 14, Spot 14, Listen 14|-|Blessings of Scripture +4

    12th| Consecrated Harrier 6|
    +11
    |
    +8
    |
    +8
    |
    +6
    |True Speak 15, Knowledge Dungeoneering 11, Knowledge Nature 11, Knowledge Arcana 11, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 15, Disguise 5, Gather Information 10, Tumble 5, Sense Motive 15, Spot 15, Listen 15| Skill Focus (True Speak)|False Vision SLA

    13th| Consecrated Harrier 7|
    +12
    |
    +8
    |
    +8
    |
    +6
    |True Speak 16, Knowledge Dungeoneering 12, Knowledge Nature 12, Knowledge Arcana 12, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 16, Disguise 5, Gather Information 11, Tumble 5, Sense Motive 16, Spot 16, Listen 16|-|-

    14th| Consecrated Harrier 8|
    +13
    |
    +8
    |
    +8
    |
    +7
    |True Speak 17, Knowledge Dungeoneering 13, Knowledge Nature 13, Knowledge Arcana 13, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 17, Disguise 5, Gather Information 12, Tumble 5, Sense Motive 17, Spot 17, Listen 17|-|Implacable Hunt

    15th|Exemplar 1|
    +13
    |
    +8
    |
    +8
    |
    +9
    |True Speak 18, Knowledge Dungeoneering 15, Knowledge Nature 15, Knowledge Arcana 15, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 18, Disguise 5, Gather Information 14, Tumble 5, Sense Motive 18, Spot 18, Listen 18| Font of Inspiration |Skill Artistry(Truespeak), Skill Mastery (1+ Int skills)

    16th| Exemplar 2|
    +14
    |
    +8
    |
    +8
    |
    +10
    |True Speak 19, Knowledge Dungeoneering 17, Knowledge Nature 17, Knowledge Arcana 17, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 19, Disguise 5, Gather Information 17, Tumble 5, Sense Motive 19, Spot 19, Listen 19|-|Lend Talent (one half penalty), Skill Mastery (2+Int Skills)

    17th| Exemplar 3|
    +15
    |
    +9
    |
    +9
    |
    +10
    |True Speak 20, Knowledge Dungeoneering 19, Knowledge Nature 19, Knowledge Arcana 19, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 20, Disguise 5, Gather Information 20, Tumble 5, Sense Motive 20, Spot 20, Listen 20| Improve Initiative*|Bonus Feat, Skill Mastery (3+Int Skills)

    18th| Exemplar 4|
    +16
    |
    +9
    |
    +9
    |
    +11
    |True Speak 21, Knowledge Dungeoneering 20, Knowledge Nature 21, Knowledge Arcana 21, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 21, Disguise 5, Gather Information 21, Tumble 5, Sense Motive 21, Spot 21, Listen 21| Font of Inspiration |Skill Artistry (Sense Motive), Sustaining Prescence, Skill Mastery (4+Int Skills)

    19th| Exemplar 5|
    +16
    |
    +9
    |
    +9
    |
    +11
    |True Speak 22, Knowledge Dungeoneering 22, Knowledge Nature 22, Knowledge Arcana 22, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 22, Disguise 5, Gather Information 22, Tumble 5, Sense Motive 22, Spot 22, Listen 22, Balance 4|-|Persuasive Perfomance, Skill Mastery (5+Int Skills)

    20th|Fighter 2|
    +17
    |
    +10
    |
    +9
    |
    +11
    |True Speak 23, Knowledge Dungeoneering 22, Knowledge Nature 23, Knowledge Arcana 23, Knowledge Religion 5, Knowledge Nobility and Royalty 2, Survival 22, Disguise 5, Gather Information 22, Tumble 5, Sense Motive 23, Spot 23, Listen 23, Balance 4| Improved Precise Shot*|Bonus Feat[/table]


    Consecrated Harrier Spellcasting
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    Spells per day/Spells Known
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    {table=head]Level|1st|2nd|3rd|4th

    7th|0|-|-|-

    8th|1|-|-|-

    9th|1|0|-|-

    10th|1|1|-|-

    11th|1|1|0|-

    12th|1|1|1|-

    13th|2|1|1|0

    14th|2|1|1|1[/table]


    Consecrated Harrier Bonus spells
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    Bonus spells
    {table=head]Wisdom|1st|2nd|3rd|4th

    12|1|-|-|-

    14|1|1|-|-

    16|1|1|1|-

    18|1|1|1|1[/table]



    Truespeak check breakdown
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    +3-+11 Int
    +4-+23 Ranks
    +5 then +10 Amulet of the Silver Tongue
    +2 masterwork tool (Truespeak Flash Cards)
    +4 Skill Artistry
    +3 Skill Focus
    (+1-+3 Cunning Knowledge optional)
    Total
    1st - +7(+8)
    20th - +53(+56) with the option of taking 10 for a total of 63(66)


    The Gods Involved
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    Nobanion
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    Quick Nobanion Source:http://forgottenrealms.wikia.com/wiki/Nobanion


    Dogma
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    "Hunt only when hungry and do not gorge without need. Waste nothing and all shall have plenty. The cycle of life links all living things into one being, and that being is life itself. The law of the jungle is that only the strong survive, but they survive best by being leaders, not tyrants, by protecting the weak, not bullying them. All creatures have their strengths in the assigned roles and should be encouraged to find their niche. From cooperation between beings of differing strengths comes the strength of teamwork and community, the strongest force of all. By demonstrating compassion and tolerance and living within the land, all living creatures may find harmony with nature and one another. By staying true to oneself and one's pride and conducting oneself with dignity and honor, the respect of one's peers may be earned."


    Malar

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    Quick Malar Source: http://forgottenrealms.wikia.com/wiki/Malar

    Dogma
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    "Survival of the fittest and the winnowing of the weak are Malar's legacy. A brutal, bloody death or kill has great meaning. The crux of life is the challenge between the hunter and the prey, the determination of who lives or dies. View every important task as a hunt. Remain ever alert and alive. Walk the wilderness without trepidation, and show no fear to the hunt. Savagery and strong emotions defeat reason and careful thought in all things. Taste the blood of those you slay, and never kill from a distance. Work against those who cut back the forest and who kill beasts solely because they are dangerous. Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful."

    Nobanion is in direct conflict with Malar because of his dogma. And the two are sworn enemies. All of Manx's Consecrated Harrier Targets, are likely to be followers of Malar and over his life he has honed his style to take advantage of the tactical weaknesses of these brutish foes.

    Use of the Secret Ingredient
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    Spells
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    getting ranger spells at an advanced rate is very useful for Manx. Ranger spells synergize with his Archery very well. They also provide useful travel options. And enhance his already impressive tracking abilities.


    Bab
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    the full bab aligns with his more combat oriented style of divine worship.


    Blessings of Scripture
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    Very useful. The Bonus to damage really adds up for archers.


    SLA’s
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    Dispel Magic
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    The blessing of Malar melt away before the light of Nobanion’s mane.

    Occasionally followers of Malar are buffcentric. This SLA earns it keep in those scenarios.


    Crushing Despair
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    I smell your fear, and will show you despair!

    From a mechanical standpoint, I can not think of a time when crushing despair will be used. But from a roleplay standpoint, I love having it.


    False Vision
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    When someone attempts to scry on Manx, they see only the image of a shining noble lion.


    Detect Chaos
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    More for roleplay, it lets Manx know the true heart of those he meets.



    Implacable Hunt
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    This ability rarely gets used as intended. Followers of Malar can not be cowards. They will almost always fight to the death. However, by taking a loose interpretation of the ability, we can gain a powerful use out of it.
    If Manx hunts down a foe and shoots it. He has wounded it. Now, no matter what happens, if that foe ever escapes, Manx will know in which direction the target lies.
    One could interpret, that dying and later being raised from the dead, is a form of escape. By this interpretation of the ability, Manx becomes the ultimate hunter. If Malar ever brings one of his targets back from the dead, Manx will instantly feel which direction they lie in and soon hunt them down.

    This interpretation is by no means necessary to the build. But it is a reasonable interpretation and adds a large amount of flavor to the build.


    Fluff
    Spoiler
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    The prestige class just fits the character idea and story too well to pass up.


    Why Did You Only Take 8 levels?

    Spoiler
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    Basically, I could of taken all 10 easily. But the last 2 lvls do not do anything for the build. Manx will never be interested in cross planar hunts. In other words, I had sucked the SI dry. I looked at the build with 10 CH and then with 8 CH. And I just couldn't justify taking the last 2 levels.


    Some of these aspects I will not talk about in the level breakdown because I feel I have adequately explained them here. This does not mean they are more or less useful. It just means I didn’t want to explain them twice.



    Level Breakdown
    Spoiler
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    Lvl 6
    Spoiler
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    This is the first level where Manx starts to be something more than a typical archer. It is also the level where he undergoes the Test of the Consecrated Hunt to qualify for the Secret Ingredient. So I chose to start here at 6 instead of 5.
    At this lvl, we literally have the perfect set up for killing appropriate CR matched Followers of Malar for a solo adventurer.
    Manx’s typical strategy is to use Malar’s own dogma against his worshipers. If they are alone he challenges them. If they outnumber him, he uses their pride to challenge them to one on one combat. If they refuse, he heckles them with comments like “You won’t be leader of this tribe much longer, if you are scared to face me one on one, but then again, you won’t be leader much longer if you do. *grin*” The double insult calls them cowardly while insinuating they would lose in a one on one match, and is typically very effective for convincing compliance.

    Once combat has started, Manx uses his high initiative modifier (high dex+high int = high initiative thanks to brains over brawn) to get the jump on his opponent. “Zer’grax Ladnizam, in the name of Nobanion, I, Manx Fireheart, bind and slay you.” An extended reversed Inertia Surge binds the opponent in place for 2 rounds. This bind even stops teleportion magic. The subject can not move from the spot. For his move Manx draws his bow. Because Malar commands his followers to “never kill from a distance”, his opponent is left on his turn with a crisis of faith, and usually spends the round screaming bloody rage and profanities. On Manx’s next turn, he full attacks with his bow. He repeats these actions alternately. He uses his move action during intertial surge rounds to get distance. If he fails his inertial surge truespeak check, he will use his move to find cover to block the charge. On the following round he can tumble away and move to cover then attempt inertial surge again.

    He can use inspiration points from his Factotum levels to augment his performance throughout combat as needed.

    On the off chance, those things don’t go according to plan, Brains over Brawn helps to bring Manx’s athletic skill checks up to above average levels. This makes a speedy retreat more than possible. And it is likely Manx has an escape route planned before the challenge is even made.

    It is also worth noting that Manx can prep one first lvl wizard/sorcerer spell with a caster lvl 3 from his factotum levels.

    He also gains several skill buffs +2 and AC+2 versus followers of malar via his Rival Organization +2 class feature from ranger.


    10th
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    At this lvl, Manx’s original strategy gets quite a few boons.

    Blessings of scripture has come online to give his arrows +2 to damage.

    Knowledge Devotion combined with his study of Malars beastly followers net him a +1 -+4 insight bonus to hit and to damage.

    1st, and 2nd level Ranger spells from Consecrated Harrier offer him more ranged options, better tracking abilities, and easier escape methods.


    15th lvl

    Spoiler
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    At this lvl

    Blessings of scripture now gives us +4 to arrow damage

    Knowledge Devotion now gives an automatic +4 insight bonus to hit and damage thanks to our high knowledge of Malar’s followers, and our newfound ability to take 10 on knowledge nature, arcana, and dungeoneering via Skill mastery.

    Skill mastery gives us the ability to take 10 on 1+int number of skills. With a modest +7 int bonus that is 8 skills. Knowledge dungeonering, arcana, and nature, Spot, Truespeak, Survival, Sense Motive, and Tumble.

    Font of Inspiration brings us to 4 inspiration points.

    Skill Artistry and Skill Focus True speak boost our Truespeak checks

    1st – 4th lvl ranger spells from Consecrated Harrier add even more ranged options, tracking abilities, and escape methods.

    New sample round.
    Using +1 splitting Longbow
    Round 1 Extended Reversed Inertia Surge standard, draw bow, move
    Round 2 Swift haste +23/+23/+23/+23/+23/+23/+18/+18/+13/+13 full round ranged attack. Damage 1d8+11


    20th lvl
    Spoiler
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    Manx’s Skill Mastery is now strong enough to cover 16 skills. He can take 10 on 16 skills.

    His knowledge devotion check now auto hits +5

    He has 6 inspiration points

    He is at a +23 initiative modifier

    He can take 10 on truespeak checks resulting in a 63 check (66 if cunning knowledge is used)

    This effectively gives him a 63 diplomacy check if he wants via Persuasive Perfomance. Yes that is right, he can diplomancer with truenaming or sense motive checks.

    Sustaining presence gives him a bump to his Fort Saves

    His Consecrated Harrier spells continue to be useful.

    New Sample round using WBL
    Round 1 swift action use metamagic quickened rod to cast Hunter’s Mercy
    Standard Extended Reverse Inertia surge + Cunning Knowledge for a 66 truespeak check
    Move Draw Bow

    Round 2 swift action haste, swift
    Full round attack +35/+35/+35/+35/+35/+35/+30/+30/+25/+25/+20/+20
    Damage 1d8+15 damage
    Because of Hunter’s mercy the first attack to hit is automatically a crit
    Activate Cunning Insight before rolling crit damage to add +11 to base damage.
    Crit damage 3d8+78 damage



    Magic Items
    Spoiler
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    Amulet of the Silver Tongue, Lesser (ASAP) Improve to Greater (ASAP)
    Belt of Magnificence
    Truespeak Flash Cards(Mundane Masterwork (Truespeak) tool)
    Vest of Resistance +5
    Crystal Mask of Mind Armor
    +5 Splitting Bow
    High max dex armor with enhancements
    Tome of Dex +4
    Tome of Int +5
    Mundane Silver arrows
    Mundane Cold Iron Arrows
    Lesser Metamagic Rod of Quicken
    Cure wands


    Sources

    Spoiler
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    Core books
    "Font of Inspiration" Web Article http://www.wizards.com/default.asp?x=dnd/frcc/20070
    "Rival Organization" Alternate Class Feature http://www.wizards.com/default.asp?x=dnd/we/20070228a
    Complete Divine
    Dungeonscape
    Complete Adventurer
    Complete Champion
    Races of Destiny
    Tome of Magic
    Forgotten Realms Champion of Ruin
    Forgotten Realms Setting
    Forgotten Realms Wiki for fluff research
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  13. - Top - End - #193
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    A story of Khan and Tiberius, huh?
    Quote Originally Posted by Shere Khan Sing
    Starting Stats
    Spoiler
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    abilities pre-adjustment:
    Spoiler
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    str 14 dex 14 con 16 int 12 wis 14 cha 8


    abilities post-adjustment for Razorclaw Shifter:
    Spoiler
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    str 14 dex 16 con 16 int 10 wis 14 cha 6 increases put into con to increase shifting duration and bonus to will saves via steadfast determination


    Shere Khan Singh
    The Build
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Ninja 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Balance 4 (4), Disguise 4 (4), Gather Information 4 (4), Hide 4 (4), Move Silently 4 (4), Tumble 4 (4)|Shifter Ferocity|Ki power, sudden strike +1d6, trapfinding

    2nd|Ninja 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Balance 1 (5), Disguise 1 (5), Gather Information 1 (5), Listen 1 (1), Move Silently 1 (5), Spot 1 (1)||Ghost step (invisible)

    3rd|Shifter Ranger 1 (Champion of the Wild)|
    +2
    |
    +2
    |
    +5
    |
    +0
    |Jump 1 (1), Knowledge (Nature) 5 (5)|Power Attack|Favored enemy (Humanoid: Human), Track, wild empathy (wisdom instead of charisma)

    4th|Ranger 2|
    +3
    |
    +3
    |
    +6
    |
    +0
    |Jump 6 (7)||Combat Style (Two-Weapon Fighting)

    5th|Ranger 3|
    +4
    |
    +3
    |
    +6
    |
    +1
    |Jump 1 (8), Survival 5 (5)||Bonus Feat: (Endurance)

    6th|Ranger 4|
    +5
    |
    +4
    |
    +7
    |
    +1
    |Hide 2 (6), Move Silently 2 (6), Survival 2 (7)|Leap Attack|Bonus feat: (Blind-Fight), Spiritual Guide

    7th|Consecrated Harrier 1|
    +6/+1
    |
    +4
    |
    +7
    |
    +3
    |Jump 2 (10), Survival 1 (8) Tumble 1 (5)||Blessing of scripture +2, detect chaos

    8th|Consecrated Harrier 2|
    +7/+2
    |
    +4
    |
    +7
    |
    +4
    |Hide 2 (8), Move Silently 1 (8), Use Rope 1 (1)||Sanctified sight

    9th|Consecrated Harrier 3|
    +8/+3
    |
    +5
    |
    +8
    |
    +4
    |Survival 4 (12)|Steadfast Determination|Dispel magic

    10th|Consecrated Harrier 4|
    +9/+4
    |
    +5
    |
    +8
    |
    +5
    |Listen 2 (3), Spot 2 (3)||Crushing Despair

    11th|Consecrated Harrier 5|
    +10/+5
    |
    +5
    |
    +8
    |
    +5
    |Listen 2 (5), Spot 2 (5)||Blessing of scripture +4

    12th|Consecrated Harrier 6|
    +11/+6/+1
    |
    +6
    |
    +9
    |
    +6
    |Listen 2 (7), Spot 2 (7)|Healing Factor|False vision

    13th|Consecrated Harrier 7|
    +12/+7/+2
    |
    +6
    |
    +9
    |
    +6
    |Listen 2 (9), Spot 2 (9)||

    14th|Consecrated Harrier 8|
    +13/+8/+3
    |
    +6
    |
    +9
    |
    +7
    |Listen 2 (11), Spot 2 (11)||Implacable hunt

    15th|Consecrated Harrier 9|
    +14/+9/+4
    |
    +7
    |
    +10
    |
    +7
    |Listen 2 (13), Spot 2 (13)|Extra Shifter Trait (Longtooth)|

    16th|Consecrated Harrier 10|
    +15/+10/+5
    |
    +7
    |
    +10
    |
    +8
    |Hide 2 (10), Move Silently 2 (10)||Blessing of scripture +6, faultless hunt

    17th|Weretouched Master 1|
    +15/+10/+5
    |
    +9
    |
    +12
    |
    +8
    |Jump 2 (12)||Weretouched I

    18th|Weretouched Master 2|
    +16/+11/+6/+1
    |
    +10
    |
    +13
    |
    +8
    |Jump 2 (14)|Shifter Multiattack|Wild Empathy, bonus shifter feat (Longtooth Elite)

    19th|Weretouched Master 3|
    +17/+12/+7/+2
    |
    +10
    |
    +13
    |
    +9
    |Jump 2 (16)||Weretouched II

    20th|Weretouched Master 4|
    +18/+13/+8/+3
    |
    +11
    |
    +14
    |
    +9
    |Survival 2 (14)||Frightful Shifting, bonus shifter feat (Improved Natural Attack: Claw)[/table]


    Milestones Along the Journey
    Spoiler
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    Level 5
    Spoiler
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    Singh is fairly straightforward at this point. Since his Consecrated Harrier levels aren't in effect yet, he can still use his sudden strike when he gets the chance to do so with his ghost step ability enabling him to turn invisible for 1 round as a swift action and get a bonus to hit and deal a little extra damage.

    shifter ferocity lets you act normally even when in the negatives and you don't lose HP for taking actions. later on, healing factor lets you recoup your lvl's worth in HP when shifting ends, so this combination will let you have your shifting wear off safely. until then, keep a potion or two handy so you don't start bleeding out when your shifting is finished


    Level 10
    Spoiler
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    at this point, singh has levels of consecrated harrier under his belt and has leap attack for greater damage potential along with his power attack, 2 natural claw attacks with razor claw shifter, and steadfast determination to boost his will saves. blind fight lets him ignore the miss chances on invisible foes more often, stemming from his tiger ancestry.


    Level 15
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    His extra shifter trait comes online here and gives him a bite to use as a secondary natural attack and unlocks long tooth elite, letting each bite deal 1 con damage later on. his quarry shaking him at this point is all but impossible.


    Level 20
    Spoiler
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    weretouched master is active now and singh gains weretouched 1, which moves the damage from his claws up a size category for large damage, and finally up to huge at 20th level with improved natural attack on top of it and pounce at level 19, enabling singh to pounce while leaping to avoid difficult terrain.


    The Story
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    As I find myself surveying my newly acquired ship, making the place feel more like home and less like what was a short time ago an enemy's stronghold. It may not be long before the spirits of the earth send me out once more to hunt those who would prey upon the natural world, but for now, I will take the well-deserved chance to rest. My journey has not been an easy one, nor has it been a short one.

    When I think of how it all began, a simple case of mistaken identity, I sometimes feel it all could have been avoided. Back when I was a cub, a boy, I would have said at the time, my parentage was something of a mystery to me. My mother knew more of my father than she ever let on to me. Though what I was able to learn was not much, there was still something off about her when I would ask. An acrid tang in her scent that she could never identify when I asked her about it. Later I would learn this was the scent of a lie and come to know it far better than I had ever desired in my travels abroad.

    Our community was a small one, and this was equal parts blessing and curse depending on what one wanted out of it. There was little danger coming from inside the town and not much more from the neighboring coast, but when the call came, there were few among the town's number who could be reliably called upon to defend it. I was far from alone in my status as a bastard son without a father, and our town did suffer something of a dearth of strong, able-bodied men to defend against exterior threats.

    So I began to take this upon myself. When we noticed a few of our livestock disappearing, we did look into it to see if some of the creatures of the forest might be responsible. Growing up in the area, I had learned how to search for those telltale broken twigs and paw prints in the soft earth, the track marks of a heavy kill dragged along the ground in powerful jaws.

    It was too late for us to reclaim our cattle, but there was enough left for us to say a brief prayer, thanking them for the service they provided us when they were alive, the plows they had pulled and the milk they had provided us when we were young.

    This was interrupted by a sharp, disrespectful laugh. We turned at once to see a foreigner standing in a garishly ugly costume, the yellow of his tunic forcing me to squint. I learned to my displeasure that he had somehow talked the chieftain of our town into allowing him to stay to assist us with our "infestation" as he called it.

    Despite our protests that we had it quite under control, we could not discourage him from staying. Since he doubtless knew about the degree of hospitality he could expect, he and his men stayed onboard his ship.

    My mother and I were concerned, but there was not much we could do except pray for the forest to take care of its own. It always had in the past.

    I awoke to the bitter smell of smoke early the next morning. It wasn't the scheduled time for our town to be burning our chaff, so I knew something was wrong.

    I ran out into the forest and saw that damnable captain and his men gathered in the woods, their brightly colored uniforms making them easy to spot even in the predawn light, but the darkness had never given my eyes any trouble.

    I heard claps of thunder from inside the forest even though I saw not a cloud in the sky. I crept closer to the captain and his men, my hands brushing the ground to distribute my weight more evenly and leave shallower tracks.

    What I saw then I vowed never to forget, and still to this day, I have not. The men were gathered around a cavern, throwing dry brush at its mouth onto smoldering embers. the smoke was being fanned into the cave with huge white sheets, likely spare sails. One at a time, wolves were limping out, weakened and blinded by the smoke, burning their feet on the embers and then giving a jerk as they were shot down by the strange weapons the captain's men had. These were the thunderclaps I had heard. The hunters picked off the wolves one by one, but made no motions to claim them for their meat or hoist them up to skin them for their furs when they were done with their killing. They simply left the bodies as they lay and began to make motions to leave.

    There was one left, however, one the hunters had forgotten about. The leader of the pack leapt from the cave through the flames and clamped his jaws upon one of the captain's men. In the struggle, they upset the haphazardly piled flaming branches that caught the nearby trees alight more quickly than I could blink an eye.

    The captain fled without finishing the fight or taking his man with him. The rest of his crew followed swiftly afterwards. My need for stealth now absent, I leapt from my hiding place and grabbed at the sheet they had been using to fan at the flames in an attempt to beat it out, but it was too late. The flames climbed up the dry wood and swung through the canopy faster than I could chase them.

    I turned to flee but felt a presence in my mind, one I had not felt before, but knew that it was coming from the forest, its death throes crying out to be avenged and that they were finding me as their conduit. The leader of the pack finally succumbed to the smoke, the man in his jaws still coughing.

    At the urging of the forest, I was able to extract the name of the captain before the forest encouraged me to take his life:

    Tiberius.

    It was that day that I surrendered myself to the wild for the first time, my hands sprouting tiger claws to tear out the man's throat.

    I left my town that day to find the man responsible for the destruction of the forest, the cries of the beasts and birds ringing clearly in my mind.

    But alas, no matter where I traveled, he was able to elude me at every step. My conviction did not waver, and as the years wore by, my body became more and more like my ancestors, the creatures of the forest. Every time I slipped into my true form, it lasted longer and longer until I searched everywhere Tiberius had been on this plane to no avail.

    My abilities to track my quarry had branched as I gained more experience at my craft and though I was aware I had no knowledge of where he was going, I knew that I could find him in the last place one would expect to find a human:

    Baator.

    While it came neither cheaply nor easily, I found means of traveling to my enemy. The whispered voices of the forest had taught me a great many things about magic and I was able to keep an eye on him as I drew closer. He had no idea I was coming, which suited me fine, but the forest insisted I tell him of his crimes and told me how best to punish him. I had no choice but to go along.

    I found him hiding in a hut, his ship tied up, proofed against the filthy, infernal lake, likely bereft of crew by now. I took a breath, the area too populated to hear the advice of the forest. I shifted into my tiger form and demolished the door, knocking Tiberius beneath me, my claws sinking into the soft flesh of his shoulder. Before the change rippled through my jaws, I was able to wrangle my human tongue around the words, the forest telling me I must inform him of his crimes.

    I told him of his crimes against the forest and told him to take us back to the material plane where he could be properly sentenced. I could smell his fear and his ignorance. He must have thought I would eat him where he stood, not knowing of the laws of the forest.

    We made our way back to my home town, a barren wasteland now without the nurturing influence of the forest. There was not another soul around for miles as I dragged him ashore and kicked his knees from beneath him. Over the years, the people had moved away, the food and water drying up without the heart of the forest beating.

    I stood for a long time with Tiberius. He asked fearfully when I was going to kill him. The change left me and I regained the powers of speech. I turned him and looked him in the eyes.

    "I've done far worse than kill you, I've hurt you. And I wish to go on hurting you. I shall leave you as you left me, as you left us. Marooned for all eternity, at the center of a dead forest. Buried alive."

    I turned around and never saw him again, my task to the forest finally fulfilled.

    sources
    Spoiler
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    Core: Improved Natural Attack
    Complete adventurer: Ninja, leap attack
    Races of Eberron: Shifter ferocity, extra shifter trait, long tooth elite
    Complete champion: champion of the wild ACF, spiritual guide ACF
    Complete divine: consecrated harrier
    Player's handbook II: steadfast determination
    Eberron Campaign Setting: healing factor, shifter multi attack, weretouched master
    Last edited by Amphetryon; 2012-02-04 at 10:33 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  14. - Top - End - #194
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Use whatever grabs you, before it does the same.
    Quote Originally Posted by Ebrahim Bahadir'Aziz
    "...Knowledge comes, but Wisdom lingers.
    It may not be difficult to store up in the mind a vast quantity of facts within a short time, but the ability to form judgments requires the severe discipline of hard work and the tempering heat of experience and maturity..."


    Ebrahim Bahadir'Aziz, the Knight in Shadows


    The Build...
    Spoiler
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    Lawful Neutral Silverbrow Human Male Unseelie Fey
    Silverbrow Human, Dragon Magic -- Page 6; Unseelie Fey, Dragon Compendium -- Page 222

    Base Scores on 32 Point Buy -- 14, 8, 12, 12, 17, 13
    After Template -- 13, 10, 10, 12, 17, 13
    (4th Level Stat to Int [13], 8th to Str [14], 12th to Cha [14], 16th to Wis [18], 20th to Wis [19])

    Racial Features:
    Silverbrow Human - Bonus Feat, Feather Fall 1/Day per 5 HD
    Disguise Class Skill, +2 Racial Bonus to Disguise

    Unseelie Fey - No Wings, Season's Power: Winter Chill, Iron Vulnerability
    Scaling Damage Reduction, Low-Light Vision

    Alternate Class Features:
    Invisible Fist, Exemplars of Evil -- Page 21; Arcane Hunter, Complete Mage -- Page 32
    Distracting Attack, Player's Handbook II -- Page 55; Champion of the Wild, Complete Champion -- Page 50
    Wildshape Ranger, Unearthed Arcana -- Page 58; Voice of the City - Wizards Website
    Gather Information and/or Tumble as Ranger and Consecrated Harrier Class Skills -- Wizards Website

    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Monk|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Disguise 4, Gather Information 1, Hide 4, Knowledge (Arcana) 2, Search 2, Survival 2|Jotunbrud, Knifefighter (Human Bonus Feat), Stunning Fist (Monk Bonus Feat), Improved Unarmed Strike (Monk Bonus Feat)|Bonus Feats, Flurry of Blows, Wisdom to Armor Class, Unarmed Damage (1d6)

    2nd|Monk|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Disguise +1 (5), Hide +1 (5), Spot 3|Combat Reflexes (Monk Bonus Feat)|Bonus Feat, Invisible Fist

    3rd|Wildshape Ranger|
    +2
    |
    +5
    |
    +5
    |
    +3
    |Hide +1 (6), Gather Information +3 (4), Surivival +3 (5)|Darkstalker, Track (Ranger Bonus Feat)|Bonus Feat, Arcane Hunter, Fast Movement, Voice of the City

    4th|Wildshape Ranger|
    +3
    |
    +6
    |
    +6
    |
    +3
    |Hide +1 (7), Gather Information +2 (6), Survival +2 (7), Tumble 2||

    5th|Wildshape Ranger|
    +4
    |
    +6
    |
    +6
    |
    +4
    |Hide +1 (8), Gather Information +1 (7), Survival +1 (8), Spot +4 (7)|Endurance (Ranger Bonus Feat)|Bonus Feat

    6th|Wildshape Ranger|
    +5
    |
    +7
    |
    +7
    |
    +4
    |Hide +1 (9), Gather Information +1 (8), Survival +1 (9), Spot +2 (9), Tumble +2 (4)|Combat Expertise (Ranger Bonus Feat), Skill Focus: Gather Information|Bonus Feat, Distracting Attack

    7th|Consecrated Harrier|
    +6/+1
    |
    +7
    |
    +7
    |
    +6
    |Hide +1 (10), Search +3 (5)||Blessing of Scripture +2, Detect Chaos, Spellcasting

    8th|Justicar|
    +7/+2
    |
    +7
    |
    +7
    |
    +8
    |Hide +1 (11), Spot +2 (11), Survival +2 (11)||Bring 'Em Back Alive, Nonlethal Strike +1d6

    9th|Justicar|
    +8/+3
    |
    +7
    |
    +7
    |
    +9
    |Hide +1 (12), Spot +1 (12), Survival +1 (12), Skill Trick--Assume Quirk|Improved Grapple (Justicar Bonus Feat), Scorpion Strike|Bonus Feat; Crippling Strike

    10th|Consecrated Harrier|
    +9/+4
    |
    +7
    |
    +7
    |
    +10
    |Hide +1 (13), Survival +1 (13), Tumble +1 (5)||Sanctified Sight

    11th|Justicar|
    +10/+5
    |
    +8
    |
    +8
    |
    +10
    |Hide +1 (14), Survival +1 (14), Spot +1 (13), Skill Trick--Spot the Weak Point|Exotic Weapon Proficiency (Manacles)(Justicar Bonus Feat)|Bonus Feat, Street Savvy +2

    12th|Wildshape Ranger|
    +11/+6/+1
    |
    +8
    |
    +8
    |
    +10
    |Gather Information +3 (11), Hide +1 (15), Survival +1 (15), Spellcraft 1|Extra Wildshape|Favored Enemy (Humans), Wildshape

    13th|Consecrated Harrier|
    +12/+7/+2
    |
    +9
    |
    +9
    |
    +10
    |Hide +1 (16), Survival +1 (16), Spellcraft +.5 (2)||Dispel Magic

    14th|Justicar|
    +13/+8/+3
    |
    +9
    |
    +9
    |
    +11
    |Hide +1 (17), Survival +1 (17), Spellcraft +1.5 (3.5)||Nonlethal Strike +2d6

    15th|Consecrated Harrier|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +12
    |Hide +1 (18), Survival +1 (18), Spellcraft +.5 (4)|Weakening Touch|Crushing Despair

    16th|Consecrated Harrier|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +12
    |Gather Information +1 (12), Hide +1 (19), Survival +1 (19)||Blessing of Scripture +4

    17th|Consecrated Harrier|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +13
    |Gather Information +1 (13), Hide +1 (20), Survival +1 (20)||False Vision

    18th|Consecrated Harrier|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +13
    |Gather Information +1 (14), Hide +1 (21), Survival +1 (21)|Practiced Spellcaster (Consecrated Harrier)|

    19th|Consecrated Harrier|
    +18/+13/+8/+3
    |
    +10
    |
    +10
    |
    +14
    |Gather Information +1 (15), Hide +1 (22), Survival +1 (22)||Impeccable Hunt

    20th|Consecrated Harrier|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +14
    |Gather Information +1 (16), Hide +1 (23), Survival +1 (23)||
    [/table]

    Spells and Stunning Per Day + Grapple Progression
    (Includes Bonus Spells; These are the number after the "+" sign. Magic Items are not included in these calculations.
    The "SF" column indicates the number of Stunning Fist attempts per day.
    Grapple Progression does include Equipment, Magic Items, and Wild Shape.)


    {table=head]Level|1st|2nd|3rd|4th|SF|Grapple Progression

    1st|-|-|-|-|
    1
    |+5 (+1 Strength / +4 Jotunbrud)
    2nd|-|-|-|-|
    2
    |+6 (+1 Strength / +4 Jotunbrud / +1 Base Attack)
    3rd|-|-|-|-|
    2
    |+11 (+1 Strength / +4 Jotunbrud / +4 Masterwork Scorpion Claws / +2 Base Attack)
    4th|-|-|-|-|
    2
    |+12
    5th|-|-|-|-|
    2
    |+13
    6th|-|-|-|-|
    3
    |+14
    7th|0+1|-|-|-|
    3
    |+15
    8th|0+1|-|-|-|
    3
    |+17 (+2 Strength / +4 Jotunbrud / +4 Masterwork Scorpion Claws / +7 Base Attack)
    9th|0+1|-|-|-|
    3
    |+22 (+2 Strength / +4 Jotunbrud / +4 Improved Grapple / +4 Masterwork Scorpion Claws / +8 Base Attack)
    10th|1+1|-|-|-|
    4
    |+23
    11th|1+1|-|-|-|
    4
    |+32(+2 Strength / +4 Jotunbrud / +4 Improved Grapple / +4 Masterwork Scorpion Claws / +8 Gloves of Titan's Grip / +10 Base Attack)
    12th|1+1|-|-|-|
    4
    |+35 (+4 Strength [Black Bear] / +4 Jotunbrud / +4 Improved Grapple / +4 Mouthpick Scorpion Claws / +8 Gloves of Titan's Grip [w/Wilding Clasp] / +11 Base Attack)
    13th|1+1|0+1|-|-|
    4
    |+36
    14th|1+1|0+1|-|-|
    5
    |+37
    15th|1+1|1+1|-|-|
    5
    |+38
    16th|1+1|1+1|0+1|-|
    5
    |+39
    17th|1+1|1+1|1+1|-|
    5
    |+40
    18th|2+1|1+1|1+1|0+1|
    6
    |+41
    19th|2+1|1+1|1+1|1+1|
    6
    |+42
    20th|2+1|2+1|1+1|1+1|
    6
    |+43[/table]

    Weath By Level-omancy
    (No single item is over 25% of total Wealth By Level at any given level.
    Character is assumed to have access to high level casters due to home region.
    These are key items; Not all items important to the build are listed, and not all Wealth is used.)


    {table=head]Level|Wealth|Cost|Items Acquired

    3rd|2700GP|520GP|Masterwork Darkwood Scorpion Claws. Scorpion Claws, Sandstorm -- Page 96; Darkwood, Dungeon Master's Guide -- Page 283

    7th|19000GP|8000GP|2 x Wilding Clasps, Magic Item Compendium -- Page 190

    11th|66000GP|14000GP|Gloves of Titan's Grip, Magic Item Compendium -- Page 107

    12th|88000GP|2000GP|Mouthpick +1 Enhancement, Lords of Madness -- Page 46

    16th|260000GP|55000GP|Tome of Understanding +2, Dungeon Master's Guide -- Page 268
    [/table]


    The Story...
    "...Each Warrior wants to leave the mark of his will, his signature, on important acts he touches.
    This is not the voice of ego but of the spirit, rising up and declaring that it has something to contribute to the solution of the hardest problems, no matter how vexing..."
    Spoiler
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    Preface

    Please note that this character is from the Forgotten Realms Campaign Setting. I was going to attempt to weave him into Faerun, but I ran out of time. That being said, I do have something below. I was just being a bit more ambitious than I should have been.

    Futher note that all of the Faerun specific characters, organizations, societies, cities, and realms will be either linked to the Forgotten Realms Wiki, or have an annotation listing a paper source in [brackets]. Anything not sourced is probably my creation, but possibly not.

    Where It All Started

    The story of Ebrahim begins with his mother: Nada Bahadir'Aziz.

    She was a fierce woman of the Bedines of Anauroch, and possessed of a strange trait for one of her background: An intense love for learning; Specifically learning related to the arcane magics of outsiders. She discovered from a young age that this was a forbidden subject, so she knew well enough to keep her passion secret.

    Learning what she could from travelers and merchants, Nada became a competent magic user after many years of study. She was certainly no Elminster, but she could conjure flames and winds well enough, and somehow she managed to not have her secret found-out.

    Nada was the youngest of the Bahadir'Aziz family, which was large for a Bedine family. She had nine sisters which were married before her and no brothers, leaving her father camel-poor and constantly searching for a way to marry her off with as little expense as possible.

    An opportunity for Nada's father to rid himself of her came in the form of a traveling merchant who simply called himself Adam. Adam took an immediate like to Nada, calling her "The most beautiful flower in all the desert!" and started marriage negotiations with her father (who never ruled out the possibility of selling Nada to an outsider) as soon as possible.

    Adam was a large man, but distinctly Human. He claimed that he had a bit of Giant blood and maybe some Dragon; Often during the negotiations (which took months) he joked that his ancestors fornicated with anything that had the parts and even some that didn't.

    Nada expressed her distaste for Adam openly, often chastised her father for considering the idea, and did what she could within traditional Bedine laws to try and prevent the union. She was unsuccessful; Adam and her father came to an agreement despite her attempts.

    On the day of the wedding, Nada used her magics to try and escape. She failed in this too, was captured and subdued by the tribe, and declared a witch. In accordance to custom and Bedine laws, they beat her then stripped her naked and banished her into the desert.

    Adam, who truly did believe he was in love, denounced the agreement with her father (who did nothing while his daughter was beaten) and rode forth as soon as he could to rescue Nada from her fate (which was likely certain death). He took as much food and water as he could barter; This was much easier than he expected and the tribe's sheikh even offered him several camels...

    Unbeknownst to Adam, the sheikh sent a dozen warriors after him to make sure neither he nor Nada survived. When he found Nada, these warriors attacked the two with intent to kill. They did not know, however, that Adam was a warrior of great prowess, and were consequently surprised when he began to fell men as if they were no more than sandgrass. All were brutally slain.

    Knowing that Anauroch was now hostile for him, Adam claimed Nada and set course for his home: Silverymoon. On the way, he nursed Nada back to health from the brink of death. This endeared him to her, and the journey found them becoming fast friends.

    When they reached Silverymoon, Adam gave her a choice: Marry him and keep him by her side for an eternity, or be left to her own devices and see him leave Silverymoon to pursue more adventures. Nada refused Adam, but not before the heat of passion overtook her...


    The Explanation...
    "...When life is victorious, there is birth; when it is thwarted, there is death.
    A warrior is always engaged in a life-and-death struggle for Peace..."

    Spoiler
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    Overall:
    Ebrahim was built to be a mutt that had so much difficulty finding his place in the world that he turned his back on it until the House Invincible (Church of Helm in Silverymoon) gave him purpose.

    That's why we start with Monk (This is his personal physical training), then pop into Ranger (This is his embrace of the fierce beauties of nature and spurning of society), drop into Consecrated (This is him realizing he loves his birth place, and wants to protect it), continue with some levels of Justicar (This is him taking a stand for his honor. He believes he's a hunter, an executioner for hire!), and finish with Consecrated.

    1st-5th
    The first abilities to note at these levels are the Stunning Fist and our Unseelie Fey racial, Winter Chill.

    Stunning Fist allows us to Stun an opponent for a round and basically have him lose his turn. Winter Chill forces the opponent to take a penalty to saves equal to our Charisma Modifier (Which is not huge at this level, but it helps Stunning Fist go off).

    The two first level feats, Jotunbrud and Knifefighter, allow us some Grapple goodness (+4 from Jotunbrud) and the ability to use light weapons in a Grapple without a -4 penalty to the attack roll (Knifefighter). These feats ARE legal together by RAW; Jotunbrud is not actually listed as a [Regional] feat, it is listed as a [General] feat.

    At 2nd Level we get Invisible Fist, which is a wonderful little Monk alternate class feature that allows us to go Invisible every 3 rounds. It's not great, but it's free and works (Being Invisible grants +20 to Hide checks). Arguably, you don't provoke Attacks of Opportunity when you attempt to Grapple because the opponent can't see you...

    3rd Level gives us mostly flavor abilities, with the exception being Arcane Hunter. This wonderful alternate class feature gives us Favored Enemy: Arcane Spellcasters, which is handy because it's a broad group. We also get Darkstalker which allows us to Hide against even those with enhanced senses (Tremorsence, Darkvision, Blightsight, etc).

    At 4th, we get Damage Reduction 5/Cold Iron from the Unseelie Fey template. Not bad, but do keep in mind that extra damage is done to us by Iron and Steel weapons (1HP on Touch; 1d6+1 on Hit).

    There isn't much else to see here... It's basically:

    1. Hide
    2. Attempt Melee Touch Attack to Start Grapple (Opponent is Flat-Footed, so it's target is AC 10)
    3. Grapple (Past 3rd you should win most of the time)
    4. Perform Full Attacks in Grapple
    5. Stun to Maintain Grapple (Can't try to break free if they're Stunned!)

    6th-10th
    Combat Expertise and Distracting Attack are some important abilities that we get right on the outset of these levels.

    Combat Expertise will be important because we loose our Dexterity to Armor (Which we actually don't have) when we Grapple. Keep in mind that we still get out Wisdom to Armor, so it's not like we have to go all out with this to have it be effective.

    Distracting Attack goes off when you hit an opponent with a melee or ranged attack. After you hit, for purposes of your allies' attacks the enemy is considered Flat-Footed. Here's an interesting little RAW tidbit about Allies:

    Quote Originally Posted by Player's Handbook, Page 304
    ally: A creature friendly to you. In most cases, references to “allies” include yourself.
    That means what you think it means. You can flank with yourself. This is pretty good now for hitting with the iterative you have, but it gets better later.

    We get mostly flavor from Consecrated Harrier. Lots of Skills get some love from Blessing of Scripture, and Detect Chaos is put in for giggles. The meat we get is a spell from the Ranger spell list. I would suggested Ram's Might (+2 Strength), Camouflage (+10 Hide), or Bloodhound (Reroll Survival for Track) which can all be found on Page 259 or 260 of Spell Compendium.

    Justicar in these levels gives us some goodies: The ability to do Non-Lethal with our weapons without the -4 penalty because of Bring 'Em Back Alive, +1d6 Non-Lethal damage to a Flanked opponent (Oh... Hello, Distracting Attack), Improved Grapple for more Grapple goodness, and Crippling Strike to reduce our opponent's Strength every time we hit with a Non-Lethal Attack.

    Since Justicar gives us the prerequisites for it, we take Scorpion's Grasp at 9th. This allows us to initiated a Grapple with any successful melee strike, and that strike still does it's full damage.

    10th has us in Consecrated again. Sanctified Sight is pretty cool; Who doesn't like a free +4 against Illusions? Oh, and speaking of random defensive abilities: I forgot to mention that our Unseelie Fey template gives us Damage Reduction 10/Cold Iron at 8th.

    11th-15th
    Justicar starts us off with random goodies: Bonuses to a few skills with Street Savvy. Not super-nice optimization-wise, but it's more flavor in the dish that doesn't hurt the build at all. Weapon Proficiency (Manacles) is something we might use in a roleplaying situation as well, but is probably not going to help us in combat.

    Our first meat is the 5th level of Wildshape Ranger. This gives us Wildshape. We're taking Extra Wildshape at the same level so that we can get three uses a day. One Wildshape keeps us going for 5 hours in a single form, so we'll get 15 total hours of other-form goodness. We also get Favored Enemy: Humans, which I believe stacks with Arcane Hunter if the target is both an Arcane caster and Human.

    Consecrated gives us some nice debuffs in the form of Dispel Magic and Crushing Despair. The first will help us have a chance to get rid of long-term buffs on our opponent (Important if they cast Grapple enhancing spells), and Crushing Despair will help us augment Saves in our favor (Our Winter's Chill + Crushing Despair will be -4 to Saves at this level). Keep in mind that the bonus for Blessing of Scripture counts toward the Caster Level of these...

    Our final feat in these levels is Weakening Touch. This wonderful little bastard allows us to expend a Stunning Fist attempt to instead lay down a -6 penalty to Strength. Combine with Crippling Strike and our already decent Grapple, this helps us maintain holds even better (We delayed getting this because we really didn't have the SF attempts to waste until now).

    New Consecrated spells I would consider would be Bear's Endurance (+4 Con) or Owl's Wisdom (+4 Wisdom) which can be found on Page 191 of the Player's Handbook. The first will increase Hit Points, which we have a minimal amount of. The second will increase Armor Class, which we have little of (unless Wildshaped), and Stunning Fist or Weakening Touch DC's.

    16th-20th
    We don't get much in the way of abilities that directly affect combat here. False Vision and Impeccable Hunt are really story points disguised as class features. Still, we've kept Survival high just in case the Dungeon Master wants to allow us to actually [b]do[/i] something with it.

    Blessing of Scripture gets an increase here, which is nice because we're going to boost our Caster Level some more at 18th via Practiced Spellcaster. That should make our Dispel Magic check around effective Claster Level of 18th.

    We do maintain full Base Attack otherwise, and get more spells. The ones I would suggest for 3rd are: Find the Gap (Attack Ignore Armor and Natural Armor) from Spell Compendium Page 260 so we can dump more into Combat Expertise, and Greater Magic Fang from Player's Handbook Page 192. For 4th, we'd want maybe Snake Bite (Arms turn into poisonous snakes) in Spell Compendium Page 261, or Foebane (Your weapon becomes +5 and deals +2d6 damage
    against a favored enemy) on Page 260 of the Spell Compendium.


    The Forms...
    Spoiler
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    All Purpose: Fleshraker [Monster Manual 3 -- Page 40] - Level 12
    If available, this is the ultimate form. It has Pounce, it has Poison, it has Rake, it has decent Strength, and it had decent Armor Class.

    With our Wisdom to Armor, this thing is going to hit 24-25 AC without extra items. With items layered on, it's not impossible to to hit low to mid-30's.

    Flying: Desmodu Hunting Bat [Monster Manual 2 -- Page 67] - Level 12
    Oddly, this form has a Trip Attack. It's a little strange, but not bad. Overall, though, we're not interested in this for for it's abilities. We want it for flight, and it's a good form for that.

    Just like the Fleshraker, this thing is looking at a 24-25 AC with our Wisdom to Armor. Again, hitting low to mid-30's with random items would be cake.

    Grapple: Black Bear [Monster Manual 1 -- Page 269] - Level 12
    The most likely available form. It's not great, but it has everything we need to use our gear and a decent Strength. The lack of any special abilities is what really sets it back...

    With our Wisdom to Armor, this thing is looking at 17-18 AC without items. That's terrible. If we're going to survive with this form, it needs gear that will increase it's armor.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  15. - Top - End - #195
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Unless I've missed something in my inbox, that's the last of them. On your marks, get set, JUDGE!
    -----------------------------------------------------------------------
    Entries:
    1.Venator Incorporum
    2.The Silver Hawk
    3.D'Arnis
    4.Mayael the Unforgiven
    5.Nakam Ovilka
    6.Yohana Mulsh
    7.Ral'Tik-Deja'raluk
    8.Cassius Humatiel
    9.Thorik Stonetooth
    10.Griblax Tookersnout
    11.Jan Kwan
    12.Genji
    13.Lama de Maldini
    14.Qilin
    15.Manx Fireheart
    16.Shere Khan Sing
    17.Ebrahim Bahadir'Aziz
    Last edited by Amphetryon; 2012-02-06 at 08:34 AM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  16. - Top - End - #196
    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    I have to give props to Griblax Tookersnout. That build is AWESOME; Using Mother Cyst/Cyst Magic with the tracking abilities of Consecrated Harrier is GENIUS.
    "What is Sanity? Madness put to good use. What is our waking life? A dream controlled."
    -George Santayana

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  17. - Top - End - #197
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Whew... quite a good number of builds! 17 total? That's a pretty big departure from last time, with just five builds. Guess this one got a lot more people inspired!

    My original idea never came together, but the main idea was to pick up three levels of Ordained Champion, and use the Ordained Champion's channeling ability to channel Mark of Justice on attacks, giving it a no-save curse. I made a pretty solid build with Cleric, Crusader and Ordained Champion going into Consecrated Harrier, but that main trick could only be done now and then thanks to the Harrier's low number of spells per day. Anyhow, this was the build stub:

    Spoiler
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    LG Hellbred, Crusader 4/Cleric 3/Ordained Champion 3/Consecrated Harrier 10

    1. Crusader1- City Slicker, Devil's Favor
    2. Cleric1- WF (Longsword), Law Devotion
    3. Cleric2- Power Attack
    4. Crusader2- Devil's Sight
    5. Cleric3-
    6. Ordained Champion1- Track, Improved Sunder
    7. Consecrated Harrier1-
    8. Ordained Champion2- Diehard
    9. Ordained champion3- Awesome Smite
    10. Consecrated Harrier2-
    11. Consecrated Harrier3-
    12. Consecrated Harrier4- Combat Brute
    13. Consecrated Harrier5-
    14. Consecrated Harrier6- Devil's Flesh
    15. Consecrated Harrier7- Extra Granted Maneuver
    16. Consecrated Harrier8-
    17. Consecrated Harrier9-
    18. Consecrated Harrier10- Travel Devotion
    19. Crusader3-
    20. Crusader4-


    Never really got anywhere with it beyond this stub, though, and I just didn't have the heart to try to stat out skills, do the formatting, and write up a story on the whole build. Anyhow, I think the build I submitted was better for the contest regardless...

  18. - Top - End - #198
    Ettin in the Playground
     
    Amechra's Avatar

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    I see a definite lack of ninja and Swordsage; I would have thought they would be more common.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  19. - Top - End - #199
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    I had a LOT of ideas for this one that I thought were going to be too obvious.

    warblade crusader consecrated harrier Ruby knight vindicator was one of em. The fluff of RKV actually blends REAL well with Harrier's fluff. But I figured using ToB was risky at best. Too many fan boys who would chew me up and spit me out if I didn't take the right maneuvers.

    For a brief moment I thought about trying to do a John Rambo or a Patrick Jane versus Red John metaphor build.

  20. - Top - End - #200
    Barbarian in the Playground
     
    motoko's ghost's Avatar

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    My build was going to be a hellbred paladin/grey guard going into consecrated harrier, sort of like a darker batman.
    I wondered if anyone was going to use city slicker, as it makes entry much easier, I was surprised only Cassius Humatiel used it.

    Seriously it means any full BAB class can enter at lv6 and any 3/4 class by lv8.
    Sorry for my absence, but had a creative block for the past while.
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    There are countless ingredients that make up the human body and mind, like all the components that make up me as an individual with my own personality. Sure, I have a face and voice to distinguish myself from others, but my thoughts and memories are unique only to me, and I carry a sense of my own destiny.
    The Zinc Saucier optimisation challenge, now with double prize money! Eternal Tower Campaign setting (WIP)

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    Titan in the Playground
     
    Thurbane's Avatar

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    1. Venator Incorporum Forestlord Elf Spirit Shaman 9/Shadowstriker 3/Consecrated Harrier 8
    2. The Silver Hawk Human Ranger 4/Feat Rogue 2/Consecrated Harrier 10/Cragtop Archer 4
    3. D’Arnis Shifter Ranger 3/Warblade 2/Reach Runner 5/Consecrated Harrier 10
    4. Mayael Necropolitan Hellbred Blackguard 10/Consecrated Harrier 10
    5. Nakam Ovilka Goliath Swordsage 7/Consecrated Harrier 9/Goliath Liberator 4
    6. Yojana Mulsh Azurin Cleric 3 /Incarnate 2/Sapphire Hierarch 8/Consecrated Harrier 7
    7. Ral'Tik-Deja'raluk Thri-Kreen Fighter 2 / Ranger 1 / Jaunter 4 / Consecrated Harrier 10
    8. Cassius Humatiel Lumi Psychic Warrior 3/Slayer 4/Binder 1/Consecrated Harrier 10
    9. Thorik Stonetooth Shield Dwarf Golden Hands Rogue 4/Crusader 2/Consecrated Harrier 10/ Deepstone Sentinel 4
    10. Griblax Tookersnout Jermlaine Cleric 10/ Consecrated Harrier 10
    11. Jan Kwan Human Scout 5/Combat Trapsmith 5/Concecrated Harrier 10
    12. Genji Anthropomorphic Bat Factotum 8/Consecrated Harrier 10/Master of Masks 2
    13. Lama de Maldini Wild Elf Ranger 4/Bloodhound8/Consecrated Harrier 8
    14. Qilin Changeling Totemist 6/Warshaper 2/Justiciar 2/Consecrated Harrier 10
    15. Manx Fireheart Human Factotum 3/Fighter 2/Ranger 2/ Consecrated Harrier 8/Exemplar 5
    16. Shere Khan Sing Shifter Ninja 2/Ranger 4/Consecrated Harrier 10/Weretouched Master 4
    17. Ebrahim Bahadir'Aziz Unseelie Fey Silverbrow Human Monk 2/Wildshape Ranger 5/Consecrated Harrier 9/Justicar 4


    1
    My own entry that I started working on was a Lumi Swordsage 4/Paladin 2/Consecreated Harrier 10

  22. - Top - End - #202
    Ettin in the Playground
     
    Amechra's Avatar

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    You know? I was going to make an Unseelie Fey Medusa 10/Consecrated Harrier 10 build; basically, it would be a really bad situation to let them near you, and, well, if you need to retrieve someone, a stone to flesh spell is easy enough to get.

    Then I realized how not-fun that build would be to play; seriously, there were NO real class features beyond some poison and the gaze until I hit Consecrated Harrier.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  23. - Top - End - #203
    Ogre in the Playground
     
    flabort's Avatar

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    I was trying to use a variant druid to qualify as early as possible. I really gotta stop trying for that coveted "Early Entry". It isn't worth it.
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Old Extended Signature, last updated in 2012
    Awright, Supagoof, that's just awesome. Thanks!
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    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  24. - Top - End - #204
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Corrected two bits based on copy-pasta.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  25. - Top - End - #205
    Ogre in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    By my count, we've got the following:

    7 Rangers of various ilk.
    2 Clerics.
    2 Rogues.

    And those are the only base class repeats, out of 17 entries.

    Wow, Playground. This is way, way cool.
    Iron Chef Award!

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  26. - Top - End - #206
    Barbarian in the Playground
     
    TravelLog's Avatar

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    Apr 2011
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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Excellent job on this one guys. There are a ton of interesting, unique builds here.
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  27. - Top - End - #207
    Bugbear in the Playground
     
    Imp

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    Sep 2011

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    Yeh, the judges are gonna need some extra time. That is a LOT of words to process.

  28. - Top - End - #208
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    I'm glad to see a Golden Hands rogue; I was working on one mixed with swordsage for some decent two-weapon fighting and WIS synergy. I was also trying to pursue a totemist w/ Hunter's Circlet along with Azure Enmity and Soultouched Spellcasting to kick Consecrated Harrier class features up a notch. My last idea involved the unspellable duraak'ash from Dragonmarked to make a great locator, but didn't have anything else to make him sizzle.
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  29. - Top - End - #209
    Bugbear in the Playground
     
    Imp

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    Sep 2011

    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    lol, I just put away all my books and closed all my tabs from creating 2 builds. I couldn't believe 2 builds could drag out soooo many sources.

  30. - Top - End - #210
    Firbolg in the Playground
     
    Draz74's Avatar

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    Aug 2006
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    Default Re: Iron Chef Optimization Challenge In The Playground XXIX

    The build idea I didn't have time to develop and finalize was a Soulbow. Something along the lines of Urban Ranger 1 / Soulknife 4 / Soulbow 5 / Consecrated Harrier 10. Very WIS-SAD.
    You can call me Draz.
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